1. Collection of original homebrew characters.

    See Homebrew Scripts for my guidelines and script ideas

  2. Crazy new state effects

  3. Dusk


    Jinxes

  4. Dawn


    Jinxes

  5. Paranoid

    You start knowing whether a poison ability is in play. At night ≥ 2, you become drunk/poisoned/sober/healthy only at dawn and learn this in the night.


    The paranoid is extremely cautious and sensible to natural dangers, so much that the paranoid can evade it for some time and gets to know when you are going to lose your ability. You also start knowing whether a poisoning ability is in play or not. But the paranoid cannot distinguish between becoming drunk or becoming poisoned.

    After night 1, drunk/poisoned states only take effect at dawn because otherwise the paranoid couldn't properly learn it at night. On the negative side, the paranoid is always drunk/poisoned for a whole number of day+night cycles, e.g. when getting drunk temporarily by a poisoner, by a Minstrel or an Xaan. At next night, after becoming drunk/poisoned, the paranoid gets drunk/poisoned information.

    • a poison ability is any ability that can cause any players to be poisoned at setup time or during the game.
    • at night 1, drunk/poisoned state takes effect immediately.
    • you don't start knowing about a drunkness ability to be in play.
    • your info about a poisoning ability is probably false when you are Marionette, Drunk oder poisoned/drunk at night 1 (such as with No Dashii or Lleech).

    You can also be poisoned/get drunk when dead but won't learn it.

    Optional Rules

    Optional: The Paranoid might learn at night 1, which player state they are informed about to obtain (or not obtain) at all dawns. This could be any player state, including death and quitting. The Paranoid also learns in their first night if an ability can cause this state. Without this rule, the Paranoid learns about poisoning abilities at night 1 but about both – drunkness and poisoning – at night 2 and later.

    Examples

    The Poisoner chooses the paranoid at night 2. The Paranoid learns this at night 2 because of being sober+healthy at that point. At day 2, a neighbour dies and No Dashii poisons the paranoid as new Townsfolk neighbour. At night 3, the paranoid cannot discern whether they were poisoned again because the paranoid has been poisoned by the poisoner at day 2 & night 3. At day 3, the No Dashii poison would take effect for the Paranoid.

    When the paranoid gets a "yes" at night 2 or a later night, you always know that you either are drunk/poisoned now (when your info is drunk/poisoned) or will be it next night (when you are not drunk/poisoned now). The opposite is the case when the Vortox is in play.

    When the paranoid gets a "no" at night 2 or a later night, you only know that if you are healthy/sober now, you'll also be it in the next cycle.

    Attribution

    Townsfolk

  6. Imbecile

    You are a Townsfolk that can wake up at night. You learn your character at death. [? Imbeciles]


    The imbecile refuses to use available character info.

    Any number of Imbeciles can be in a setup.

    The Imbecile character is only slightly different from the imbecile player state. The imbecile player state hides character swaps from the affected player. The unknowingness of the Imbecile character however ends when the character is swapped out and gets to see the new character (unless they also have the imbecile player state). Players who swap this way will not learn anymore what character they were (if they didn't already).

    The imbecile token is just a placeholder. Imbecile players are like have the character of their ability which is also depicted in the grimoire. The Imbecile player usually should register as this character, especially when dead. In other cases, the story teller might also make the player arbitrarily register as Imbecile when it makes the game more interesting.

    The unknown character shall be chosen by the story teller so that it can be guessed from nocturnal story teller interaction and with shared info or claims of other players.

    The character of Imbecile players respects the logic/rules of the setup distribution. This means, double claims of characters that only exist once in a setup are still fishy.

    The imbecile does not prevent alignment signals to be seen – or character signals that originate from other players. Different from the imbecile player state, the Imbecile character can be swapped for a new character and the character-induced imbecile state ends immediately. If the former Imbecile Player is not imbecile anymore, they will get the proper character signal for their new character.

    It is very important that the story teller shows precise signals to the imbecile. Signals such as "good"/"evil", "yes"/"no" and 0,1,2… etc. must be distinguished. The imbecile is allowed to get instructions for how to act at night, anytime, according to their true ability. The story teller should tell the imbecile whether they need to choose people or characters or something else, how many, or whether not. However, the story teller might not tell the imbecile anything beyond those "input or time constraints" for acting.

    Optional Rules

    Optional: The story teller might give evil players the Imbecile ability's character as bluff. (Can be dangerous for evil players.)

    Jinxes

    Jinx Atheist: The Imbecile might have the Atheist ability.

    How to Run

    Decide which Townsfolk ability the Imbeciles should have. Consider, whether you want to use the Loric Gardener which allows you to assign the Imbeciles to specific expert players to level the field. If you do, you must declare the Gardener before the game.

    When you sampled a possible order for your setup (including rearrangement of one or more tokens with the Gardener), replace specific character tokens with imbecile tokens. Ideally, you put the imbeciles' actual characters already in the grimoire before you hand out the Imbecile character tokens to the players now. Complete the grimoire when you collect character tokens from the players by adding the Imbecile as 2nd character to the player.

    A funny annecdote on Reddit says, someone did not look at her/his character token and did not wake up at night. The person nominated him/herself because of "being useless" and got executed. And it was the Saint.

    The name "imbecile" is also reference to the Loric "Tor" whose name – in vintage German – can mean stupid person (besides the common meaning of "gate").

    The imbecility makes players less confident about their character. If someone else would bluff a specific character that actually is owned by an imbecile, the imbecile probably backs off and tries to find another explanation for their ability.

    Townsfolk

  7. Therapist

    Each night, learn whether your chosen states are present for among all or 1 chosen player. Once per game, learn the complete state of 1 chosen player.


    The Therapist recognizes defective player states. Either for one specific player (who the therapist may choose at night) or generally for any player.

    Any combination of state values can be chosen but you get only one binary answer. Drunk and poisoned are treated as separate properties like sober and healthy. Dead, alive, jinxed, mad, sane and misregistering are the other standard properties. Homebrew properties can be queried, such as drugged, deranged/prudent, fixed/agile, muted or schizophrenic.

    The therapist may ask the story teller once per game about the current complete state of one specific player. You get to know all applicable state properties (which would yield a "yes").

    At night, in order to query all players together, point at the story teller. Otherwise, point at a specific player. The story teller than shows a set or menu of state values. Point to all the state values that you want to query.

    Examples of "misregistering" are the red hering of the Fortune Teller, Recluse, Spy, an undead Zombuul. A player also has a defect if just one of multiple abilities is defective (a defective Boffin ability) but not if the player has wrong information about themself such as the Marionette or the Lunatic.

    The Outsider Drunk gives a yes for "drunk" in the same way as a puzzledrunk player would.

    A dysinformed state (such as with Vortox) negates the info that the therapist gets ("yes" and "no" is switched).

    Don't ask for jinxed characters if no Djinn is on the script. Usually, only few characters are jinxed. Therefore, finding a player with truely jinxed character can be valuable to identify that player's character – given that Jinxes are mentioned on the script.

    Don't ask for misregistering characters if no misregistering abilities are on the script (or admitted to the current session). Like with the Jinxed characters, there are usually very few characters who can misregister towards other abilities.

    Asking for only drunk or only poisoned instead of both also allows you to draw conclusions. If only one or two abilities on the script can cause people to get drunk, you can also make inferences about what characters are in play. However, it will be less likely to actually find someone who is specifically drunk or poisoned. The effect of drunkness and poisoning is equal (except from the cause) so you have a higher detection probability by querying both together if you are only interested in the effect.

    Attribution

    Townsfolk

  8. Psychatrist

    Each night*, choose 1 player to cure their persistent social, perceptional and behavioral impairments & protect against them until next dusk.


    The Psychatrist protects players against neuroses and psychoses (social, perceptual and behavioral constraints).

    See persistent (state) impairment and curing. It is persistent when it would not go away when an in-play character dies.

    The Psychatrist can treat/cure player states:

    • dysinformed & dyseffective (deranged)
    • consequences due to madness
    • muted
    • paralyzed
    • schizophrenic
    • imbecile
    • but not: anti, ability-induced false beliefs

    The Physician chooses 1 player early at night. The chosen player doesn't directly learn to be chosen. The Psychatrist also protects the chosen player tonight and today (the next day).

    The chosen player is cured from permant consequences of madness, consequences of communication restrictions (such as mutedness and paralysis) and derangedness (dysinformed & dyseffective state). Conditional states, which (also) depend on the life of another player, cannot be cured.

    Additionally, the protected player

    • …cannot turn into a Schizo or Imbecile during the protection but into a Nihilist. All alignment and character signals must be correct during the protection.
    • …when muted by the Censor or paralysed by the Sculptor, is not anymore until next dusk
    • …when being a Mute, a Model or a Mummer, has a suspended ability until next dusk (while suspended, they lose any rewards from their ability, only when they claim it, but they don't lose them by violating a state condition)
    • …it has no effect on the Traveller Double Agent

    As the Psychatrist, if you chose a player tell them. This way, they can examine your claim and can make use of their new freedom without fearing (or hoping) in consequences.

    Attribution

    Townsfolk

  9. Physician

    Each night*, choose 1 player to cure their persistent action impairements and protect against them until next dusk.


    The Physician protects players against action and property defects.

    See persistent state impairments and curing. Curing doesn't work for effects which depend on the life of in-play characters, e.g. the poisoning from a Poisoner, the drugging from a Drug Pusher, the derangedness from a Neurohacker, the madness from a Cerenovus/Harpy.

    The physician can treat/cure player states:

    • false registration (including accountability)
    • drunk
    • poisoned
    • drugged
    • sick
    • unconscious
    • but not: captive, jinxes

    It does not cure communication restrictions such as the muted or paralyzed state or consequences of madness. See the Psychatrist instead.

    Additionally, the protected player …

    • …does not turn into the Outsider Drunk, Puzzledrunk or Sweetheart Drunk
    • …when being a sabotaged executee, is not unconscious until next dusk

    Attribution

    Townsfolk

  10. Dowser

    Each night, choose 1 alive player: if your team, learn if the alive neighbour in dowsing direction is not your team, else learn if the other alive neighbour is your team.


    The Dowser can figure out the exact alignment of a player who is adjacent to another 2 known alive players. Reminiscent of a diode in circuits, the Dowsing rod only gives exact info into a constant (but unknown) direction, the dowsing direction.

    The Dowser info is computed by mapping the Dowser's current alignment to 1 and the opposite alignment to 0 and computing alignment differences. The alignment difference is computed for the chosen player with each alive neighbour. From all differences, choose only the difference that is equal to 0 or 1 and show it to the Dowser. The (clockwise or counterclockwise) direction of the subtraction operation (called "dowsing direction") remains the same throughout the game but is not revealed.

    Optional Rules

    Optional: The dowsing direction might be arbitrary each time. This means, the Dowser always learns if 1 alive (but arbitrary) neighbour has an opposite or equal alignment. The story teller must corrrectly say whether this rule is used, at least if asked. (If unsure, say "no".)

    The Dowser originally was like an extension of the Shugenja which allowed for selecting a reference player each night. My analysis showed that this extension was too powerful, even if it only considered immediate dead or alive neighbours. A further weakening of the effect resulted in this ability which is like a flexible Empath or Cult Leader.

    If the Dowser chooses player A (of the same alignment as the Dowser), they may arbitrarily see a 0 or 1, if only the alive neighbour in dowsing direction has opposite alignment. If both alive neighbours have equal alignment, they only see a 0. If the alive neighbour in counter-dowsing direction has opposite alignment, the Dowser gets exact information of the alive neighbour into dowsing direction.

    If a Dowser chooses a player with two alive neighbours of different alignment, then they always see a 1, no matter the actual alignment of the chosen player.

    If the Dowser sees a 1, then either the chosen player or a neighbour is evil.

    If the Dowser chooses a player with opposite alignment, the direction behaves in the inverted way.

    The dowsing direction determines the direction of the player with opposite alignment (in a pair of alive players).

    As the Dowser, at night 1, it makes sense to choose yourself because you know your alignment. When you see a 1, the player with an alignment opposite to you is always at the same (clockwise or counterclockwise) end of the pair.

    When you get a 1, your alive neighbour in the subtraction direction has opposite alignment. When you get a 0, at least one of both alive neighbours has the same alignment.

    Don't confuse left/right with clockwise/counterclockwise. From the Dowser's point of view, their left neighbour is clockwise but the left neighbour at the opposite side of the circle is counterclockwise.

    If the Dowser's alignment misregisters to themself, the concluded neighbour direction is inverted. However, if it misregisters for the whole game, there is not a difference from not initially knowing the alignment mapping.

    Attribution

    Townsfolk

  11. Demographer

    Each day, you learn 1 personal info (e.g. age, birth, preference) of 1 evil player OR the sum for *alive* evil players. (Evil players might know you are in play.)


    The Demographer researches aging people and sleeps at night like all good kids do.

    At day, tell the Demographer privately either the sum of ages of all alive evil players or 1 personal information (e.g. the gender/sex, a statistic (being ≤ median) or birthday interval in the year) of 1 alive evil player.

    It could also be any other personal category or property that is partially revealing but not too revealing. I.e. the info usually should be k-anonymized with k > 1 so that no info is revealing alone.

    Also interesting are responses to personal questions or statements (favourite color, favourite animal, favourite media type, learner type, etc.).

    The Demographer info includes evil travellers.

    It's recommended to use negative gender statements to describe 1 evil player. This is particularly reasonable when there is only one or two players who do not identify with conventional genders. If the summed age is too revealing (e.g. only one evil player left), use the gender/sex. If the gender is too revealing use the summed age.

    The age summands of the sum are not shown to anyone.

    Examples

    The Demographer visits the Story Teller and learns that 1 alive evil player is not male. You can use the same questions or statements as for the Mentalist.

    How to Run

    As story teller, you may ask for the age or birthday season of players before the game. You are allowed to be lazy and only ask if a Demographer is in the game. Of course, you can also ask, if none is in play.

    Use a calculator for the age sum if you need one.

    For the evil players it's valid to use meta reasoning for detecting that a Demographer is in play. The story teller also might ask you questions without the Demographer to be in play but most story tellers likely are too lazy for that.

    If no evil player is alive, the summed age is 0.

    Attribution

    Townsfolk

  12. Hairdresser

    You start knowing 2 numbers of evil non-travellers, (fe)male & not (fe)male: 1 of both is false. (Each night°, choose 1 character: learn a sex not of them.)


    The hairdresser is quick in making judgements about customers and is sometimes right when it comes to gender.

    The hairdresser learns numbers of evil players in general, one for each category of player, dead and alive!

    The Story Teller may assign one half of players as one sex and the other half as not the sex, only within the game. The definition may correspond to any category that the current players may exhibit, e.g. "left half = male, right half = not male".

    The assignment can happen publicly or privately.

    The numbers exclude Travellers.

    Every night, the Hairdresser chooses 1 character. If this character is in play, they learn which gender/sex (male or female) the player does not have. If not in play, this can be any of "not male" or "not female".

    As story teller, pay respect to players who neither want to be male nor female. When you include them into one positive category, this counts as a false number.

    As the Hairdresser, you can draw conclusions from the sum of (fe)male and not (fe)male evil players. If it is too high, both numbers are maximum values. If it is too low, both numbers are minimum values. If it is equal to the expected number of evil players there are most likely more evil players in the game than expected (otherwise less evil players).

    Attribution

    Townsfolk

  13. Sleuth

    You start knowing a not-in-play good character. Each night*, choose 1 player: you learn an actual good character of them or of nobody.


    The Sleuth can test double claims by spying on people's private business. They either learn the player's actual good character or any good character that nobody actually has (technically including demon bluffs).

    In the first night, the Sleuth learns a not-in-play good character. This should be a character that does not collide with the demon's or snitched bluffs.

    A drunk/poisoned Sleuth may also see a false character that other players do actually have.

    The Sleuth bypasses the (mis)registration of a good character player and sees the character that they actually have or that actually nobody has.

    It is often a good idea to show the correct character of a good player at least once and give the same answer again (in order to restrict the obtained info). But you should also show at least 1 not-in-play character.

    If the Sleuth points at a player that is genuinely a Minion or Demon, they get to see a good character that no player actually has. If they see a Recluse in this case, the Recluse is not in play.

    When dysinformed or when Vortox is in play, the Sleuth always sees a good character that another player (not the chosen one) actually has.

    Examples

    The Vortox bluffs to be a Flowergirl. The Sleuth chooses the Vortox and must see a character that another player actually has and sees the Chambermaid.

    As Sleuth, your ability allows you to figure out demon bluffs or unique bluffs that you can use as your cover identity. Not having a character match doesn't reveal the player's alignment.

    As the story teller, you can make the value of the given information dependent on the advantage or disadvantage of a team or on the cleverness of the Sleuth.

    Attribution

    Townsfolk

  14. Detective

    Each night*, choose 1 other alive player. Each time after they woke, you wake to learn all info or signals they learnt.


    The Detective tails specific players at night but needs to come up with their own interpretation of what is happening.

    As the Detective, you may only choose starting with night 2. You can only choose alive players and not yourself. After you chose someone, you will always wake up directly after they have woken up and slept again. You see all the information from players that came before the point of time when you were killed by anyone at night. If the demon kills you and sees info or signals before that, you still see these info and signals before you were chosen to die. (You also get to see this information by waking up one last time, even when dead by now.) As soon as you were killed, you won't wake up anymore at night. A player may wake up several times at night, then the detective also will.

    One way to think of detective's observed info/signals is that it happens simultaneously in game time to the other players who get it.

    The detective is allowed to request the story teller to repeat the info/signals. The detective could use a "reeling" signal with the fingers to request a repetition.

    When poisoned or drunk, you may wake up randomly (not directly after the tailed player) or not at all. And if you do, you may see anything or nothing at all. When you are dysinformed, it will be like a normal detective but who sees exactly the info or signals that the tailed player did not see.

    Story telling a drunk/poisoned detective could be quite sophisticated. If the Detective chooses the same player at multiple nights, the seen info and signals should be consistent in some way. The night order might not have changed either, such that ability signals (e.g. the Fearmonger signal at night) should be sent after the detective and not before them when it also was sent after the detective at previous nights. Not waking up the Detective is possible but the Detective likely will notice being drunk which does not really help the evil.

    The detective does never get additional info about the player and does not wake up anymore when the player:

    • does not wake up at a night
    • is drunk/poisoned
    • has no night ability but wakes up due to the Fabled Illusionist

    Players without night ability still can wake up at night, when they receive signals from the characters of other players.

    No other character/ability is able to see what a Detective sees at night about another player, not even a second Detective or evil players with Eye Zero.

    Examples

    The Detective chooses Pit-Hag. Pit-Hag wakes up later, chooses the Detective and transform that player to a not-in-play character. The detective wakes up directly after the Pit-Hag, sees the script and characters, like the Pit-Hag did, but does not see which were chosen. The detective is put to sleep and directly after that is woken up again. The detective was transformed, so that the Detective now sees the character signal, that they became a new character. By occuring immediately after the previous wake up, the detective should be able to guess that this is not a signal that the chosen player got.

    After dusk, the Detective chooses the Kazali. The Kazali wakes up and kills the Detective. The detective is dead now and will not wake up directly after the Kazali goes to sleep.

    A higher amount of evil players actually does not get to see info or signals. More often, they only choose players. Then, you will be woken up, see nothing, and are sent to sleep.

    Attribution

    Townsfolk

  15. Mummer

    Each night, if you immitated a muted state at the day before, you can choose 1 character & learn whether it is in play. If not in play, the demon learns you.


    The mummer is an artist who silently immitates people or items.

    See muted player state.

    Conceptually similar to the Gambler: if the Mummer's behaviour satisfies the muted condition at one day, they may choose 1 character at the next night and get to know "yes" if the character is in play, else a "no". The Mummer doesn't learn the player who has an in play character. If they get a "no", the demon also gets to know that they are the Mummer.

    At night 1, the Mummer always can choose 1 character and get a "yes" or "no".

    If you are the story teller, you should answer questions of players regarding your interpretation/ruling of mutedness. If you deviate from the official definition in this almanac, explain your interpretation to the players before the game starts.

    Only choose characters from the script and only those which are not declared to be out of play. Non-script characters most likely won't be in play.

    Use your chance to privately talk to people to not get executed at day.

    As evil players, you can try to get the trust of the mummer (in a private talk) and ask them to query certain characters (on the one hand to hide your bluffs). Only later, the demon kills. Not killing them will make the Mummer appear suspicious. But don't be naïve. The Mummer may deceive you when they found that your bluffed character is not in play. Therefore, a 2nd good strategy is to quickly kill the Mummer to prevent more bluffs from breaking.

    Attribution

    Townsfolk

  16. Mute

    Once per game, if you are muted until the final day or until half the alive players are evil, you get to know 1 alive evil player & the demon character.


    The Mute gets a high reward for satisfying the muted condition condition until late in the game.

    "Half the players" refers both to the greater-equal half of players, e.g. 3 of 6 or 3 of 5 but not 2 of 5.

    When the Story Teller notices the Mute player to violate the muted condition, the reward is lost.

    If the Mute survives until the final day and the only remaining alive evil player is the demon then the Mute got to know the demon player plus their character at the final night.

    Optional Rules

    Optional: The Story Teller might impose a penality on the Mute, e.g. turning the Mute into a Farmer, making them unconscious or let them die at night when they violate their muted condition too much.

    Examples

    The Mute is in play. When the Mute is alive at dawn together with 2 evil players and 1 other good player, the Mute learns that 1 player has the Neurohacker character and the demon is Neurex.

    Attribution

    Townsfolk

  17. Model

    If you were paralyzed all game: When you guess all Townsfolk players' characters, your team wins. When you die at night, choose any Townsfolk to become.


    When the Model lives while all Townsfolk abilities are publicly known, the Model can end the game.

    See paralyzed condition.

    When the Story Teller notices a violation of the paralyzed condition once, the reward is lost.

    Independent of violating paralysis or not, you can choose a Townsfolk character to become when you die. It may also be a setup-inconsistent choice.

    The story teller restricts the character choice of the Model. The Model might become an official non-script Townsfolk. If the Story Teller used the Fabled Spoiler, they must stick to it and deny any excluded characters.

    Optional Rules

    Optional: The story teller might impose a penality on the Model player when they purposefully violate (or keep violating) the paralyzed state. E.g. they could turn into a Farmer, could become unconscious or die additionally at night.

    As the Story Teller, you could add Zenomancer/Shopkeeper tasks to make people report you what they learnt about the Model in private talks. This way, you can see whether they broke their paralysis: "Figure out what character player X has."

    Attribution

    Townsfolk

  18. Vampire Hunter

    You start knowing 1 demon character in play. Each night°, choose ≤ ¼ of alive players. You learn what characters account for their death until dusk.


    The Vampire Hunter is relentlessly keen on ferreting the demon out.

    See accountability.

    On their first night, the story teller shows the Vampire Hunter the demon character.

    On their 2nd and later nights, the Vampire Hunter chooses players before abilities can kill. If their chosen players are killed at this night+day, they will learn what character(s) account(s) for their death at the next night, if you are still alive at the next dusk.

    The Vampire Hunter does not learn which players where killed by which of the shown characters.

    As the Vampire Hunter, the player choice and accountability works in the same way as with the Angel of Death, except that you may choose yourself too.

    If the Vampire Hunter chose themself, they will see the killer's character in the same night of or next night after the day of their death.

    Examples

    At night 2, the Vampire Hunter chooses the Gambler. The Gambler guesses wrong in the same night and dies. At night 3, the Vampire Hunter learns that the Gambler has died due to the Gambler character (because of themself). The Vampire hunter chooses themself and gets killed by the demon. In the same night, the Vampire Hunter learns to be killed by the demon character.

    Attribution

    Townsfolk

  19. Pope

    Once per game at night, choose 1 player (incl. yourself) who learns this & cannot die before you. The demon *might* kill you even when protected. This ability is sober.


    The Pope provides holy protection for at most one friend in the game.

    At one night in the game, the Pope chooses 1 player (including themself). As long as the Pope lives, not poisoned and not dyseffective, this player cannot die, not from executions either. (The Assassin may not choose the protected player.) If the Pope has died or is poisoned, the holy protection is gone/suspended.

    At the same night after the Pope has chosen, the chosen Player gets notified with a signal that the Pope has chosen them. This als happens when the Pope chose themself.

    When the demon attacks the Pope, the Pope might die or not. If the Pope did not choose yet, it could be a good idea to save the Pope from death 1 time. But also, if the Pope is protected by any character such as the Tea Lady, a Monk or even by their own ability, the Pope might die when attacked by the demon (and to a lower probability than without protection). It's recommended to let the Pope die when the Pope chose themself and gets attacked by the demon. Reconsider your decision if this would end the game.

    If the Pope chooses themself, it's effectively the opposite of a Soldier. The Pope only dies from a Demon.

    When the Pope is protected by the Innkeeper (or Adulterator), the other chosen player must be drunk. The Innkeeper cannot choose two players when none of them can be drunk (a Pope + Beggar).

    The Pope ability cannot be fake and cannot be a drunk, therefore it cannot be chosen for the Outsider Drunk or Marionette but the Pope can be everything else, e.g. poisoned, deranged or mad.

    While the Pope is dyseffective, their chosen player's life is at the mercy of the story teller, exactly like a Tinker. There are two interpretations of the Pope's dyseffective protection: "can die before you" or "cannot not die before you" (i.e. must die before you). They may die any time, even at day, if the story teller wants it to happen, e.g. if the story teller disapproves of their behaviour. Or the dyseffective protection kills the player right before the Pope dies.

    Jinxes

    Jinx Assassin/Shredder: Players cannot choose a player for assassination who is protected by the Pope. (The Story Teller prompts the Assassin to make a new choice.)

    Jinx with Characters who make their owner drunk: Players cannot get (or think to be) the Pope while they have a character that requires the player to be drunk, such as for the Drunk, Marionette or Punk.

    As the Pope, you could choose yourself and claim the Soldier. You should choose an important member of your team.

    The Pope only protects against death, not any other state changes such as quitting the game or unconsciousness.

    Attribution

    Townsfolk

  20. Soulkeeper

    Each night, you may choose 1 player who, if dead, takes your abilities+life, or, if alive, gets you unconscious until they die & thereby add their abilities to you.


    The soulkeeper catches and retains souls.

    A soulkeeper ability contains a list of abilities. A Soulkeeper may either choose 1 player with soulkeeper ability or otherwise use any collected abilities they have in the same night. In order to choose any of your collected abilities, choose yourself with the Soulkeeper ability.

    The idea of the Soulkeeper is to choose 1 player to additionally gain their abilities when they die. Choosing a player does not change characters. A chosen alive player doesn't get additional abilities. However, after the Soulkeeper has decided a choice, the Soulkeeper appears like dead to abilities and cannot use abilities anymore. Players are oblivious about that (no death is declared by the story teller, it happens silently). Any abilities who only select alive players may not select the dead-registering Soulkeeper (the story teller refuses the choice like with a Monk who wants to choose dead players). During this apparent death, the Soulkeeper cannot nominate but can vote (without vote token). The Soulkeeper regains all previous abilities plus the new caught ability, when the selected player dies. The new ability of the chosen player is added to the abilities of the Soulkeeper.

    If you choose a player of the opposite team as Soulkeeper, they will learn what player is the Soulkeeper.

    When the Soulkeeper chooses an already dead player, the chosen player is resurrected (their original character is refreshed) and the soulkeeper abilities additionally transfer to them (but they do not refreseh). The soulkeeper dies and loses access to all collected abilities this way (but keep their character).

    Only when a player with Soulkeeper ability really dies, the death is declared. If really dead, the Soulkeeper loses all collected abilities and does not regain abilities when other people die. When resurrected they start with an empty collection of abilities.

    Only one player may have the soulkeeper ability at any time. When a new Soulkeeper character would be created/resurrected in the mid of a game while a Soulkeeper is in play and still active it behaves as if the soulkeeper player would choose the target player (and any old choice is discarded). When players are resurrected with the soulkeeper character, old soulkeeper players will die and transfer their abilities.

    As Soulkeeper, if you get poisoned or drunk, your unconsciousness is suspended and you can use your collected abilities with a poisoned/drunk state. However, if your last chosen player dies while you have no ability, then that players abilities are lost for good. If you are unconscious or captive from another ability while the chosen player dies, you don't wake up (only when the unconscious or captive state is gone) but you obtain their abilities.

    Jinx Pit-Hag: Can only choose alive players to create the Soulkeeper character.

    How to Run

    A "soulkeeper" reminder is used to indicate what player has the single soulkeeper ability (do not confuse with the Soulkeeper character which only has the Soulkeeper ability initially). The "soulcaught" reminders indicate whose players' characters have been collected by the Soulkeeper. The "soulchosen" reminder indicates whose player's character would be added when they die before the active soulkeeper.

    When a player gets the Soulkeeper ability (also if the Soulkeeper player regains the Soulkeeper ability plus the caught abilities), the story teller shows to the player that they have their current character(s), followed by the soulkeeper character, followed by zero or more characters – the characters of the soulkeeper caught abilities – in a sequence. They see one character for each ability they have.

    When the Soulkeeper catches a Prodigy ability, it catches all the Prodigy's abilities instead.

    The Soulkeeper can give their life to a Shabaloth- or Al-Hadikhia-killed player. This makes it appear as if the Shabaloth regurgitated a player.

    Attribution

    Townsfolk

  21. Theist

    Players may cheat rules. Every caught cheater will lose. Heretics & Atheists don't work. Everyone loses If you execute the story teller. Only executions kill you.


    The Theist emphasizes the free choice about the holy and the sin, freeing the game-related behaviour of players, i.e. whether they behave according to rules or not (good or bad). The theist believes that you get into paradise only if you choose to obey the devine (i.e. game rules or the rule creator).

    The game is back to normal when the theist is drunk/poisoned or dies (the theist ability is disabled when dead). An in play atheist may get effective when this happens. The theist only may die from execution (when effective).

    In a normal game, some abilities or actions are regulated by the story teller such as ignoring invalid votes or nomination errors. These regulations are not enforced by the story teller when the Theist is effective.

    With the theist alive, the players watch over the rules. As the story teller, you may only refuse to play along when players actively object to the rule violation. The story teller should treat rule violations as if they wouldn't notice it and should not help players in noticing it. Especially because overt allowance of rule violations would confirm the theist. E.g. you may count votes silently in your head so that other players might not directly notice voting violations to have an effect. You may allow a Zealot to not vote when they must or a Butler to vote when they must not.

    Of course, players may also cheat to get the theist executed (and they won't lose when the theist is dead at the end of the game). However, killing the theist will not directly change any player state except for the liveness of the theist player. Players without vote token proceed with no vote token.

    Any behaviour of the story teller, such as giving info, signals, events in the game, must be according to the rules and any error by the story teller must be explained and corrected with a Deus Ex Fiasco, even when it happens multiple times.

    Some abilities define the responsibility of lawful behaviour to be with the players themselves. In the official game it applies for: Banshee, Butler, everyone with Doomsayer, Golem, Moonchild, Zealot, voting despite no vote token, nominating when you cannot and possibly some travellers.

    Madness is not turned into a rule. If madness is turned into a rule (rather than a condition), a violation against madness could also count as rule violation. However, treating it as such would be a heavy penalty and against the first of four main rules of the game (you may say anything anytime).

    Accidental mistakes may happen to everyone. If a player confesses and regrets it, agrees to redemption/correction or credibly does penance, the story teller should condone it and make the player also win. A story teller may decide to not condone it when rule violations appeared several times and were significantly abused during the game, deliberately, even earlier in the game when the theist was not disabled/dead in betweeen.

    When the story teller declares a player to lose, always explain why. Allow for a little discussion if necessary. In case of doubt, the story teller decides who wins and who loses.

    A Theist is similar to an Atheist + Heretic but the story teller must not break rules, evil characters also exist and players lose when they deliberately break rules and the theist is in play.

    Do never declare Deus Ex Fiasco for rule violations that you let pass. Players are now responsible to control/observe the rules regarding player behaviour. Use Deus Ex Fiasco only for accidental errors in your responsibility.

    If both the theist and the atheist are in play, one of them is defective. You can figure it out by testing whether the atheist could be real (e.g. with a Fabled Gentleman).

    If beginners joined the game, you must explain the rules of the roles such that they don't violate them accidentally. You should explain all characters on the script, including the Theist which allows players to covertly violate rules. Talk to them in private, when they broke the rules and let it slip from your mind for once. As the story teller, you should help people to understand and prevent rule violations where they desire it, even if you also allow for effective violations.

    How to Run

    You also may take your notes what player cheated when. These notes are difficult to keep update during the day. A 2nd story teller is recommended.

    As evil team, your strategy could be to cheat the rules (nominating when you could not, voting when you could not) and get the theist executed at the end of the game.

    As story teller, the most important thing is to be vigilant towards rule violations and fair in your final verdict on players!

    The story teller can make a theist game more interesting by declaring additional rules, adding game-rule characters (e.g. Wizard, Prophet, Genie, Witcher or Kala) and Lorics before the game which enable players to cheat more.

    Attribution

    Townsfolk

  22. Prophet

    You start knowing an inactive rule. At day, if you declare it correctly: even after you died, it is active & another good & evil player learn your character until dawn.


    The Prophet is a medium of god (the game rule maker).

    The Prophet obtains an extra game rule that is not active at the start of the game. The prophet gets the rule either before night 1, at night 1 or at day 1. The story teller will also restate the rule whenever the Prophet asks privately. (They could ask right before declaring it.) This means, activating the rule must make a difference from when it is inactive. Meta reasoning at this point is valid. The entirety of the game rule does not hold before it is active. However, the story teller may not define a rule about deactivating a secret game rule that wasn't declared yet.

    The Prophet must be alive and claim the Prophet ability for declaring their game rule correctly. If they make multiple different declarations at a day, it will not be effective. The Prophet can retry the declaration at a new day (just for the case that it didn't work). If it is already active, the redeclaration has no effective.

    The game rule activates as soon as the last one of two players learns about the prophet at night. The two players learn about it, no matter their personal state. They will learn it even if they have died by then. The game rule remains activated even when the Prophet is dead. One of these two players must be a good player (who is not the concerned Prophet) and one must be an evil player (who isn't the concerned Prophet either).

    If the Prophet is drunk/poisoned, no player learns about the prophet and the game rule won't be active. The known game rule is still a valid inactive game rule. When the Prophet becomes sober/healthy again, they can retry the declaration. If the prophet dies in between their declaration and the prophet notification of 2 players, the notification will still happen together with the activation of the game rule.

    When you get negated or false info (e.g. Vortox is in play or when dysinformed at the beginning), you start knowing a game rule that is already active, e.g. "Dead players get a vote token and may only vote when they have one vote token which is consumed when they vote." Then you can declare any rule which negates that rule specifically, e.g. "Dead players don't get a vote token" i.e. dead players cannot vote (unless Fabled Ferryman or the Voudon Traveller activates), or "Dead players may only not vote when they have one vote token" i.e. the dead player must have given their vote token to a beggar in order to be able to vote freely.

    If a prophet is created or resurrected in the mid of a game, they still get an inactive game rule. The game rule must be inactive only when the character is refreshed due to game rules (i.e. if an obtained first-night info character would also yield new info). If the previous Prophet did not activate their game rule, the new Prophet may obtain the same game rule (or an entirely new one) as long as it is not active.

    The initial game rule for the Prophet can be arbitrary except that it must not be active until activated by the Prophet. It might be a rule whose value depends on the current context or time of declaration, such as "All players' alignment will not change anymore until the game's end" or "No-one dies at the next night & day." Even rules such as "The Angel of Death is dead" could be valid when they are read as that character's player may only be dead from no, allowing for no resurrection.

    Examples

    • "Nominations are successful when the Demon voted"
    • "Alive minions give their life to dead minions." (based on a maximum matching between alive and dead minions. Alternative: Townsfolk or Outsiders instead of Minions)
    • "Executions don't kill when all alive evil players voted." (or all alive good players)
    • "Everybody can nominate."
    • "The voting mechanism is switched for dead and alive players."
    • "Players must nominate 2 players at once."
    • "When an evil player dies, a good player dies too."
    • "Executions don't kill when evil players voted."
    • "All players have 1 good & 1 evil character." (If a player gets an extra character they learn which. Players will register as any of both at any time but use both characters.)

    For the story teller, tune your special game rule for the setup you created. It should be sufficiently funny and interesting to motivate the Prophet to declare but also memorizable enough to be declared correctly by the Prophet at day. It will be even more interesting when the Prophet needs to guess the optimal day for declaring their rule, based on the game dynamics.

    Attribution

    Townsfolk

  23. Drug Pusher

    Each night, choose 1 player who: becomes drugged until next dusk & earns +1 vote token if dead.


    The Drug Pusher pushes drugs to others, secretly drugging others on occassion.

    See drugged state. A drugged player does not register as player for the nomination/voting rules and their attempt to vote does not count as vote. The drugged player is ignored for the nomination success condition.

    If a dead player is chosen by the Drug Pusher, they obtain +1 vote token when the drugging state ends at dusk, even if they did not vote while being drugged. This allows dead players to vote again at a later day.

    Dead players can only spend one vote token per nomination. Having multiple vote tokens only allows a dead player to ghost-vote 1 time at distinct nominations.

    Don't let the player know that they are drugged.

    How to Run

    Do not count votes loudly during nominations. Just declare the count and update the player who is about to die.

    Attribution

    Townsfolk

  24. Brainwasher

    Each night, choose 1 player who is drunk. You account for & remote-control their unknown abilities secretly until dusk. Evil character abilities get you poisoned.


    The Brainwasher remote-controls abilities from other unaware players without being told which.

    The chosen puppet player's abilities behave akin to drunk. This player counts as malfunctioning (e.g. for the Mathematician) but neither as drunk, poisoned nor curable. The effective actions of the puppet are decided by the Brainwasher instead. The Brainwasher also takes responsibility for these actions, e.g. when the Vampire Hunter or the Forensic detects the character or the Angle of Death kills a player who is responsible for a kill caused by the manipulated ability.

    The Brainwasher is not notified about the abilities that they control. They have to interpret their ability when they wake up at night. They steal responsibility but neither control nor steal character nor alignment. The chosen actions behave exactly as when used by the original abillity owner (in the owner's player state) just that the Brainwasher decides the actions (ability inputs) and gets to see all "output" (info/signals) instead. The original owner doesn't know that the Brainwasher controls their abilities for the night+day. Their controlled state behaves for them like being drunk. You can only choose players who can become drunk. You can choose a traveller.

    Consequentially, when the Brainwasher uses the abilities, they behave as if the original would use them now. The abilities do not refresh. A first-night info ability will not wake up at night.

    Dead players (usually) have no abilities and choosing them has no effect. However, misregistering as dead does not mean that they misregister as having no abilities. The abilities of players can be controlled when they only misregister as dead. The Brainwasher's controlled abilities also will be drunk/poisoned/deranged etc. according to the player state of the chosen player. The Brainwasher still registers with their own player state, not with the one of their chosen player.

    For the Brainwasher, any controlled evil character ability simply poisons the Brainwasher. This is a volatile state impairment (not curable). This means, the brainwasher's played ability is unreliable and must not match the actual ability of the evil character. Also, the evil character is not remote controlled but really uses their ability.

    As story teller, help evil players by simulating bluffed abillities to the Brainwasher such that it supports the bluffs of the evil player (when possible).

    Some abilities broadcast public signals (declarations at night) when used in a sober+healthy state or if specific actions happened. If the Brainwasher uses the ability of a sober+healthy player, the Brainwasher will spawn the signals. In this case, the controlled player may notice being controlled or otherwise suspects a deranged state (when the signals don't correspond with their own actions). This is correct behaviour and simply a drawback of the Brainwasher ability.

    Jinxes

    Jinx Physician/Psychatrist: A controlled state cannot be cured and prevented by the Physician/Psychatrist. Jinx Therapist: The therapist doesn't see the poisonedness if the Brainwasher is poisoned due to choosing an evil player until dusk. Jinx Mathematician: The Mathematician learns +1 for every controlled (possibly poisoned) ability which does not work this night. Jinx Soulmate: The Brainwasher can control the abilities of a (dead) Soulmate Vessel.

    Examples

    The Brainwasher wants to choose the Pope. The Story teller shakes the head "no" (because the Pope cannot become drunk) and the Brainwasher needs to choose someone else.

    Attribution

    Townsfolk

  25. Puppeteer

    Each night*, choose 2 players to swap accountability & registered character + alignment. The swap gets genuine if one dies self-accountably. You die if both in a swap have died.


    The Puppeteer swaps the entire outer appearance of two players and also overrides the actual character/alignment if one swapping player kills the other.

    At night 2 and later nights, the Puppeteer chooses 2 players which may include the Puppeteer themself. These two players swap their full outer appearance towards other abilities. The accountability is swapped and each swapping player (falsely) registers as the character and alignment of the other swapping player.

    However, the main goal of the Puppeteer is to change an evil player into good and let them spoil the demon player. This reward is granted if the Puppeteer chooses 2 players among who, one player will die during the swap and if the swap makes it appear as if someone of both players is accountable for their own death.

    If the swap starts with an already dead player, this player cannot count as self-accountable for their death.

    If one of the swapping partners is accountable for the own death, then the swap becomes genuine, i.e. manifests with actual properties. With a genuine swap, the character and alignment registration (volatilely) overrides the actual character and alignment for all game rules and abilities, including the winning conditions, as long as the swap continues to hold. In this case, the swap participants will get to know their new character and alignment from the swap.

    A genuine swap cannot be altered by the Puppeteer. The Puppeteer does not wake up anymore. The swap will be preserved until the Puppeteer dies. The Puppeteer dies if anytime both swapping players (no matter whether genuine or not) have registered as dead.

    If a Physician or Psychatrist chooses a swapping player, this swapping player does not register falsely and also is accountable for their own actions until next dusk. The other swapping player however still has swapped accountability and registered character and alignment.

    When both players are dead while they are in an active swap of the Puppeteer, then the Puppeteer dies too.

    If the Puppeteer is drunk/poisoned, the swap is suspended during this time (as if the Puppeteer is volatilely dead) and new choices at night have no effect. This also means, the Puppeteer does not die when the players who have been in the swap are dead (but would once they are sober+healthy again). If the Puppeteer is dyseffective, the Puppeteer's choice prevents that the 2 players could mutually register as the other player's alignment, character or accountability by any other abilities, e.g. when one of both players is the Copycat then the Copycat cannot get the accountability for the other player.

    Jinx Puppet Theater (multiple Puppeteers): ??

    Examples

    The Puppeteer chooses the good Arrester and the evil Clan Boss minion. At the next day, the Arrester nominates and executes the Clan Boss. The revenge of the Clan Boss will not kill the Arrester. Due to the swap, the Clan Boss is accountable for their own death. The next night, the Clan Boss becomes a good Arrester and the Arrester becomes an evil Clan Boss.

    The Puppeteer chooses the good Samurai and the evil Angel of Death. The same night, the Angel of Death chooses the Outsider Werwolf Alpha and the Samurai chooses the Werwolf Alpha. Due to the swap, the Angel of Death accounts for the attack of the Werwolf Alpha and the Angel of Death kills themself. Also in the same night, the good Samurai becomes an evil Angel of Death and the evil Angel of Death becomes a good Samurai. The next night, the Puppeteer chooses the same two people to preserve the swap.

    The Puppeteer chooses the Romantic and the Vampire Hunter. The Vampire Hunter nominates the Virgin but does not die because the accountability for the Vampire Hunter's nomination is moved to the Romantic who is an outsider.

    The Puppeteer chooses the Soulkeeper and the Daimyou. The Soulkeeper nominates and executes the Daimyou and the good alive players who voted for this execution will be accountable for the Death of the Daimyou because it counts as a self-nomination of the Daimyou.

    Choosing two players of different teams can cause a nomination fight among both once the swap materializes (when the registration volatilely counts for all game rules and becomes known to the participants of the swap).

    As good player, if you are chosen by the Puppeteer, you have an increased risk of losing with the evil team when you swap accountability with an evil player who could become good when you turn evil. If you turn evil due to the Puppeteer, your best strategy is to get the Puppeteer killed in order to revert back to your good alignment and mitigate the risk of losing with the evil team. If you are alive during the materialized swap, you could nominate yourself by claiming that you are the demon who turned good by the Puppeteer. When both died, the Puppeteer dies too. If you are dead, while you are evil, avoid that the demon is outed or at least executed. One possibility is to claim the Wicked.

    As evil player, when you turn good, decide about the risk of betraying your old team. First, the other swapping partner will fight you (but maybe you get a cover by other good players), 2nd, the swap is volatile, only as long as the Puppeteer lives. The betrayal isn't worth it if executing the demon would not end the game anyways. Otherwise, you have the best chances of betraying your old team when you are still alive. Reveal yourself to another good alive player. They push the nomination forward. Your swapping partner is dead and cannot be killed by the demon. If you trust the Puppeteer enough, they will preserve the swap and you'll stay good. It's more risky but you could also out yourself as the player who turned good. Then you usually have only one single shot. Nominate the demon directly and explain that you turned good. If your nomination fails, the demon will probably kill you or your partner and the Puppeteer will die. You'll turn back to evil and must hope that another minion was able to move the demon to another player.

    If a Puppeteer could choose 1 player twice, this would not be really useful for the Puppeteer. It means dying when the chosen player registers as dead but the swap is trivial and doesn't change anything.

    Choosing the Daimyou is risky. If the swapping partner nominates the Daimyou, it leads to self-nomination. However, when they get counterattacked by an evil player, the Daimyou is attacked instead and causes no massacre.

    The Puppeteer could choose players that they don't want to die from their original accountability. For example, when the Puppeteer wants a certain player to not bear the consequences of their nomination or voting, then the player could swap accountability with someone else.

    The Puppeteer can try to kill themself at night by choosing two dead players. It will fail when the Puppeteer is protected from death by an ability.

    Attribution

    Townsfolk

  26. Copycat

    The last player whose last ability you removed: clones state+abilities of 1 member of their team (who you choose) & might register as dead & acts on your account.


    When the Copycat accounts for someone's loss of abilities, the Copycat secretly turns them into a clone of someone else and accounts for them.

    The cloning fails unknowingly when the clone source differs in alignment from the clone target.

    The player who is turned into a clone is the "clone target player" and the player who serves as original is the "clone source player".

    If the Copycat would account for someone's death, then their ability intercepts the death of the victim. (Akin to a protection ability.) The victim does not die, remains alive, but loses their abilities as if dead and becomes the clone target. The Copycat will wake up at night in the next occasion, sees this victim player and chooses 1 other player as clone source. It turns the victim into a clone of the chosen player, copying all abilities plus character. But if the effect of cloning ends, the clone player is released (i.e. turns) into the previous state (a dead state when killed and their death is declared).

    When waking up the Copycat, the story teller points to 1 player. The Copycat must choose 1 other player. All state, character and alignment are copied from the chosen player to the player pointed by the story teller.

    The Copycat can wake up for the same player multiple times successively during the game – e.g. when the Copycat would account for the death of the current alive clone (executing the same player again). In this case, the Copycat may turn the player again into a fresh clone of another alive player.

    When the Copycat prevents the death by turning someone into a clone, the clone might start to misregister as dead, either immediately, in the night after tonight or at a later point before the clone relation ends. (This feature is supposed to help bluffing the Copycat by making it publicly indistinguishable from a normal death!)

    If a clone misregisters as dead, it is declared by the story teller in the public but the clone would still be able to use their cloned abilities. A clone, even though misregistering as dead, is still alive and can be killed like everyone else.

    Any player who cannot die due to a protection ability also doesn't lose their abilities. A copycat who fails to kill a player due to protection cannot trigger the cloning.

    The story teller may not tell whether the Copycat or another protection ability is accountable for the undeadly execution.

    If a player becomes a clone of a dead player, the clone player also dies (if not already dead) and is bound to the dead state. When the clone relation ends, the player will remains dead, the life state doesn't change.

    When the Copycat intercepts the death of a player, death consequences don't trigger. They only trigger when the clone target player actually dies.

    Despite being a copy of someone else, the clone is completely autonomous, their actions and changes of state solely depend on the clone player and are not synchronized or anything. The clone maker accounts for the clone's actions, that is the Copycat player.

    When the Copycat is drunk/poisoned, the current clone relation ends (if applicable) but does not resume when the drunkness/poisoning disappears. When the Copycat is dysinformed, they see the wrong player when waking up. When dyseffective, the cloning might only work among different teams. It might also negate the copied player state and not copy character and alignment.

    Optional Rules

    Optional: the story teller might wake up the Copycat multiple times for multiple or all players who lost their abilities due to the Copycat between last and current dawn. (The story teller decides whether they can handle the story telling overhead.)

    Examples

    The Copycat nominates and executes the Daimyō. The Daimyō is declared to die but actually does not. Next night, the Copycat chooses the Samurai whose state and abilities are cloned to the former Daimyō. The Samurai clone kills the good Clan Boss and therefore also dies from this action. The Copycat is accountable for killing the Clan Boss (via the actions of the clone player) and the Clan Boss is accountable for killing the Samurai clone. Therefore, next night, the Copycat wakes again to choose a clone source for the Clan Boss. By doing so, the old clone reverts to their state and character (before cloning) which means death to the Daimyō.

    An obvious way to account for someone's loss of abilities is to account for their death, but accounting for drunkness or poisoning also would be valid. Without any additional drunkness or poisoning abilities (e.g. as a Soulkeeper with Copycat ability), you'll need a Puppeteer or any other ability who changes accountability between players.

    For the story teller, vary the misregistration of Copycat clones such that the Copycat ability is not obvious. An execution by the copycat might publicly register one player as killed but not another player at another time.

    The Copycat could be a nice bluff for the Saboteur.

    As story teller, you should add characters to allow evil players to bluff the Copycat.

    Your action deceive other players that your attacked player is protected.

    Attribution

    Townsfolk

  27. Prodigy

    You have N ≥ 2 Townsfolk (≥ 1 non-inferential one) & N-2 Outsider characters. You register arbitrarily as any of them. [+((N-1)/2) Minion Characters]


    The Prodigy is a miracle and does the work of multiple people.

    The prodigy knows their characters. These characters are not in play. They have them all at the same time, similar to how the Hermit has Outsider abilities. The story teller may use the Prodigy to provide a challenge for both teams. At least one Townsfolk character neither provides direct or inferrable info/signals about other players. Inferrable information is one that can be inferred from signals or effects which are linked to certain meaning in an ability, e.g. the death caused by a Gossip or Gambler. Examples of characters without direct and indirect information are protection characters like the Innkeeper, the Physician or the Psychatrist but also effect characters without inferred info about character, alignment or impairments such as the Attorney, the Arrester or the Imbecile, and mechanics characters such as a Prophet or Theist.

    As compensation, the evil players may get additional minion characters. These characters are distributed among the evil players and may turn evil Townsfolk or evil Outsiders into minions who then also get minion info at night 1.

    The prodigy wakes up separately for each character that they have at night and may use any of their characters at day. They should name their character in order to use it. In the same way, the story teller names the character that currently plays when they wake up the Prodigy. (This is like with "Pandemon".)

    It's not possible to have some characters impaired and others not. The player state concerns all abilities.

    When created in the mid of the game, the story teller needs to choose and give the new Prodigy at least 2 Townsfolk characters. These characters should not be in play but two Prodigys may have equal characters if there is no other possibility.

    When the Prodigy player is queried for their character by abilities, the story teller must choose the character that helps the team of the Prodigy most. It cannot be the Prodigy however.

    Jinxes: All but one Prodigy characters are removed from the Grimoire when a Grimoire-seeing character use their ability.

    Examples

    A prodigy learns that they have 4 Townsfolk characters. Therefore, the player infers that one of these characters must be a Drunk or Schizo character.

    The more characters a prodigy has the more likely it is that they have the Damsel/Romantic when one is in play.

    Attribution

    Townsfolk

  28. Attorney

    Each night*, choose 1 player to lose one life, then 1 player to obtain 1 life. Players' life states are integers even when you died.


    The Attorney decides about life and death and refines state changes concerning the life state of players.

    When the Attorney is in play, players can have more than 1 life. The life count of each person is non-negative. The Attorney can choose any player including themself and evil players. Whenever a change/effect would have happend to the death state of a player, it now decreases the life state as integer. The death state still is binary and is queried by comparing the life state against zero. Zero means dead, non-zero means alive.

    The integer-based life states are kept even when the Attorney is dead. The Attorney cannot affect alignment, character or any state beyond the life count.

    When the Attorney ability gets disabled, inactive, lost etc. – e.g. when the character is swapped, when the player gets drunk/poisoned – after it was active at least once, then any death events or kills decrease a life count to zero instead of decreasing them by 1. When the Attorney is dyseffective, the first player is prevented from losing 1 life (a stronger protection ability than those who protect against death) while the 2nd player is prevented from obtaining 1 life.

    As the Attorney, if you take a life away of a player with 1 life left, they die. If you move a life to a dead player, that player is resurrected (like with a Professor). If you choose a dead player as your first player, if you choose two times the same player or if the first player is protected from dying and cannot lose their last life, then nothing happens. You may choose yourself but if your life count is zero, you are dead and cannot use your ability anymore.

    Characters/abilities which cause state changes that would normally lead to death or a kill, are changed to remove only one life. On the other hand, querying the death state is unchanged. If one life is removed, it doesn't count publicly as dying or being killed. If a player with > 1 life is executed and loses 1 life, it will appear as if an execution is not deadly. Characters/abilities such as Monk, Innkeeper or Sailor who prevent players from dying will only protect their last life but not additional ones.

    Optional Rules

    Optional: the Attorney might choose before the demon, even arbitrarily. If that is the case and if the Demon then chooses the same player that the Attorney chose first, the Attorney will give one life from themself to their first chosen player. The Story Teller does not need to reveal this rule to be in play.

    Attribution

    Townsfolk

  29. Arrester

    Once per game, anytime, you may choose 1 player. The next time you are executed or attacked, it hits them instead.


    The Arrester could ignite a 2nd execution simultaneously before they could die from execution.

    The Arrester ability works independently of life/death. The only criterion is, that the Arrester's execution is finally decided and that the chosen player has different alignment, no matter whether the Arrester's execution is deadly or not. The additional execution caused by the Arrester behaves like any normal execution which the Arrester would account for, i.e. it is not deadly, if and only if a normal execution of that player (by the Arrester) would not be deadly.

    The Arrester's caused execution doesn't have to immediately follow but must happen at the end of the same day. Usually, this is the case after one execution has taken place. However, if nomination is still possible, the nominations would precede the arrester's caused execution.

    The Arrester is not required to use their ability. If the

    As Arrester, if you are executed multiple times (for example when previous executions were not deadly), you can only choose 1 player at one execution. If you resurrect, your ability refreshes like other abilities would and you can use it again one time until your death.

    If the Arrester is dyseffective, they might also execute players in the same team or prevent the execution of that player if that player would otherwise be executed together with the Arrester (like with the Fabled Trustmaker or if multiple executions can take place at a day, e.g. with Butcher or Leviathan). A player who cannot be executed will not be executed when they usually would. The story teller declares that the player is not executed (and may explain that this is due to an ability), that the 2nd best valid candidate is executed instead and/or allows for the continuation of nominations if applicable.

    Examples

    An evil arrester is executed and summons their ability against the Saint player. The Saint player dies from execution. Evil wins.

    Townsfolk

  30. Genie

    Once per game, you can make a public wish (≤ 2 predicates, no "AND" connectives, no grimoire, no public confirmability). It might have arbitrary trade offs.


    The Genie fulfils one wish, possibly with trade-offs.

    With Genie in the script, the Story Teller is allowed to introduce game rules any time, even if Genie is not in play. The story teller may (and possibly should) declare introduced new game rules beyond changes of alignment, character or lives.

    The Story Teller doesn't need to add trade-offs, if the wish's power is sufficiently small, suitable for a good ability. For example, if the Genie wishes to use an existing good player ability or become a good character then you usually don't need trade offs.

    In order to make a wish, the Genie must claim their ability and make a wish, publicly. The wish may only take effect if wellformed. A wellformed wish may have:

    • 1 proper sentence in the main language that you use for communication in the game. Everyone must be able to comprehend your wish, hence it should not be any secret or encrypted language and have a comprehensible meaning.
    • at most 2 predicates (i.e. verb-phrases, not counting introductory language such as "I am the Genie" and the "I wish that" clause).
    • no "and"-connectives and alike and no negations of "and"s. E.g. not allowed: "neither-nor", "not either", "as well as", etc.
    • "or"-connectives are fine but the story teller chooses only one of the alternatives and discards the other
    • no extra wishes
    • no recursive wishes (a wish that references itself)
    • no grimoire interaction
    • the wish can be executed by changing anything among the number of evil players +1, using their actions. Only the Story Teller can judge this. Therefore, the Genie should ask before they make a public wish.

    The ability must be bluffable. The effects of the wish cannot uniquely change story telling or public signals or knowledge mediated by the Story Teller (such as declarations) and cannot wish for being confirmed by the Story Teller.

    The effects of the wish require all witnesses to be or become evil to prevent players from publicly confirming the ability. The trade-off also might involve getting 1 more evil player than before.

    The Story Teller must help players to fake a Genie. When the Story Teller answers or responds to a real Genie, they also must do that the same way for a bluffed Genie.

    The Story Teller may change registration instead of actual properties or state of a player. This works even with good players as they don't have to be informed about registration changes.

    No player can have the Genie character 2 times. This also prevents having multiple wishes as one player. On the other hand, the Genie ability can be refreshed on resurrection of the player.

    You can make a wish only once, pulicly. When it wasn't successful, you cannot make another wish. The story teller does not say if the wish is successful or not and at which price. Most important is, the story teller chooses trade offs to reduce the advantage for the good team.

    Optional Rules

    Optionally: The Story Teller is allowed to lie or deceive the public as a respose to the Genie request (such that players don't know if the wish is real or not). This could go as far as faking deaths or executions plus a fake resurrection later on (during the night). When the fake death concerns an evil player (who may lie), others won't be able to discern whether the death was staged or the resurrection is a trade-off of the wish. (Giving false info publicly and giving correct info privately at night.) This would also happen if a player bluffs.

    Examples

    The Genie wishes "declare the Demon player". The Story Teller does not declare anything but may send this info to the Genie player at night. The trade off could be to create a 2nd evil demon player after the wish is fulfilled.

    If the Genie wishes to kill the Demon player. The Story Teller would do this at night and create another evil demon among the alive players.

    The Genie wishes "the Story Teller helps the good team".

    The Genie wishes "every alive player is a Wicked". The story teller decides that the players keep their original character and only obtain the Wicked character as 2nd character.

    The Genie wishes "all evil players die". The Story Teller changes alignments such that good players become new evil players and old evil players die.

    The Genie wishes "all alive players are good". The Story Teller decides that the demon additionally obtains the Immortal ability, turns 1 player into the Theist, and all Townsfolk turn into dangerous outsiders.

    The Genie wishes "all players have 2 good or 2 evil characters". If the good team is in advantage, the good character players get weak good characters. If the evil team is in advantage, the evil character players get weak evil characters. New characters don't need to be script characters and may be duplicates.

    In an Atheist game, the Genie wishes at day 1 that "I will become the evil Riot". At night 2, some players turn into minions. At day 3, all minions turn into the evil Riot.

    The Genie wishes "if the Demon does a self-kill, every player wins". The trade-off might be that characters change such that the Demon gets drunk, poisoned oder protected under certain conditions or might even move between different players.

    The Genie wishes that a certain item of the Shopkeeper cannot be purchased.

    The Genie wishes that a certain character is excluded from the game as if announced by the Fabled Spoiler. (This changes the corresponding player's character.)

    As Genie, before you make your wish, ask the story teller privately whether it is wellformed. You could ask the story teller about their interpretation of the wish's meaning to ensure correct interpretation.

    Make full use of natural language's capabilities within the restrictions of the wish. Make use of modal, conditional or conjuctive words, or wish information that allows for meta reasoning. Maybe, the story teller doesn't notice the amount of information that can be inferred from an information that you wish and doesn't balance it properly with trade offs.

    Attribution

    Townsfolk

  31. Crusader

    If you are mad about false game info (once), the Demon learns you & chooses your suicide. You are safe from the Demon. (You *might* have an outsider ability.)


    The Crusader is a Soldier who fights for the truth. The Soldier ability says that the Crusader cannot die from the demon except if they lie.

    See game info.

    At the first time when the Crusader tries to make other players believe (convincing them about) misinformation about the game session or the game, their penality triggers in the night after this day or in this night. If the demon chooses "yes", the Crusader dies and is also reponsible for their death (not the demon).

    If the Crusader is directly responsible that other players treat misinformation as most likely (i.e. convincing players about misinformation mostly), it still counts as madness. This might happen if the Crusader uses meta reasoning and convinces others by that.

    As story teller, you may not trigger the Crusader ability due to wrong statements about non-game info, such as wrong statements about the real world or persons. But if you catch the Crusader at failing their madness within the bounds of the game world, you should trigger the penality as soon as possible at night.

    The story teller person is not considered to be game info or related to the game state. The story teller is a meta entity that runs the game but is not a player. A story teller exists inside the game world but it's a dead NPC who doesn't do anything.

    The Crusader character is actually useful as it makes players practice information and communication competence. Often, spreading misinformation as a good player hurts the own team. This character creates an incentive to suppress this.

    The story teller might spare the Crusader from the penality when the Crusader notices false information they said about the game, regret it and correct it before the penality triggers.

    Examples

    The Crusader asserts that a Samurai cannot kill another Samurai. At night, the demon learns that this player is the Crusader and chooses whether the Crusader lives or dies.

    The Crusader states that two separate pairs of evil players are much more likely because the Chef saw a 2. In the analysis of probability, this is false. If there are 4 evil players, separate or merged pairs of evil players are equally probable. Therefore, the penality would trigger at the next night.

    As the Crusader, you should learn to weigh the truth and avoid gossip. You should spread information in relative terms which prevents others from just believing it, with arguments for when they could be true instead of putting partial information as complete truths about the game state.

    As the Crusader, you must not bluff or deceive. You should avoid statements about the game when you don't want to reveal something or are not certain about them. Otherwise, utter your statements in a way that makes them uncertain or certain only under specific circumstances.

    The necessary care of a Crusader depends on their outsider. If it is a Heretic/Wicked or Damsel/Romantic, you should avoid spreading misinformation before your death at all costs. In other cases, you don't want to die early, e.g. you got the Klutz/Maverick, Hatter or Plague Doctor ability.

    Attribution

    Townsfolk

  32. Frankenstein

    Each second day & night, you covertly register as dead to all characters. This ability is sober+healthy.


    The Frankenstein is not really a living being.

    The first night for Frankenstein to register as dead is either night 1 or night 2. Abilities who may only choose or affect alive players, then they may not choose the alive Frankenstein at day/night 2, 4, 6 or otherwise at day/night 1, 3, 5 etc. This could be interesting with the Doomsayer, the Scarlet Woman or a Tea Lady.

    The Frankenstein ability cannot be or get drunk or poisoned. Thus, it cannot be used for abilities that use a drunk ability (such as the Outsider Drunk, the Punk or the Marionette). If they would become drunk or poisoned, it has no effect on this ability. An innkeeper may not choose a Pope with a Frankenstein and – if the Fabled Patron is in play – only a Frankenstein.

    Your strongest weapon is that you aren't a typical living being. If Frankenstein would get drunk or poisoned, they don't.

    The Frankenstein is slightly different from Zombuul's apparent death. Zombuul overtly registers as dead, which means, the death is declared and also publicly depicted at such. This does not happen with the Frankenstein. People believe, Frankenstein is alive but Frankenstein might not register this way.

    When the Frankenstein is dyseffective, the Frankenstein is drunk and poisoned, all the time, therefore registers like a player without ability.

    Attribution

    Townsfolk

  33. Gourmet

    Each night, choose 1 player and learn whether their *actual* ability is good if & only if it is well-functioning tonight. You are sober.


    The Gourmet tastes the trustworthiness of other players.

    The idea of the Gourmet is to figure out whether the utterances of a player can be trusted at this day.

    Due to the food experience, the sober Gourmet ability does not permit the player to become drunk from other abilities but the player can get poisoned. However, the Gourmet ability itself can be drunk.

    Impairing states are those which allow or make an ability to work abnormally (different from the normal unimpaired ability): dunk, poisoned, dysinformed (when info was obtained), dyseffective (when player states effects were emitted), deranged (dysinformed, dyseffective), anti, sick, unconscious. These are called impairments, even when produced by the own ability, e.g. the Nihilist.

    Schizophrenic, imbecile, muted, paralysed and mad players have normally functioning abilities, when they are not additionally impaired by other "impairing states".

    The Gourmet is very strong and cannot be deceived by registered characters or alignment, unless a player would misregisters as having specific good abilities (which does not happen with official characters). A chosen spy gets a "no" because they might register as a good character but they don't register as having a good ability.

    When Vortox is in play, the Gourmet gets a "no" only for players with well-working non-info good abilities (because no Townsfolk info-ability works and therefore yields a "yes").

    When the Gourmet is dyseffective, they are drunk (the opposite of sober) and their ability does not work, i.e. the player is like any player without ability. When they are (also) dysinformed, they still get only false info (like drunk players with Vortox).

    As Gourmet, if you are healthy, wellinformed (prudent) and get a "no", then you shouldn't trust the information provided by a player this night/day. But you don't know the reason yet. It could be just this day/night or the player could be generally untrustworthy. They might not even know to be untrustworthy, e.g. an Imbecile Marionette. On the other hand, getting a "yes" should not make you trust them blindly. They may still be oblivious to some information (e.g. the Lunatic) or just socially read/speculate about other players falsely.

    As Gourmet, it's not always the best idea to confront all chosen players with your ping. If they are evil they could snitch on you to the demon. At least, you have good reasons to mistrust the player you told it.

    Townsfolk

  34. Mentalist

    Each night*, learn 1 player. If you answer a statement/question about them right, get their ability, if wrong, a drunk ability. (They might know you are in play.)


    The mentalist reads the mind of other players.

    At night 2 and later nights, the Mentalist sees 1 player selected by the story teller. This player might have been asked by the Story Teller to rate a statement or answer a question at the same night, today or yesterday. Tonight (if applicable) or today when the Mentalist visits the story teller privately, they should answer the same statement or questions by choosing an answer option. The story teller doesn't let them talk to other players before answering it. The Mentalist may reject to answer and cancel their ability today. Then, they may only retry using their ability at the next day. But if the guess is accepted and correct, they get the pointed player's ability immediately. If the guess is accepted and wrong, they get any drunk ability (without knowing it).

    If the Mentalist gets an ability, their previously obtained ability is replaced but they keep the Mentalist character which continues to learn players at night.

    Any other player could be selected, also evil and dead players. The story teller might also ask a selected player about their bluff to be used when the Mentalist gives a wrong answer. When the selected player answers a letter or digit, the story teller might inform them about the alternative choices that will be offered to the Mentalist.

    The story teller is not required to choose a new question/statement at any day/night. They are not even required to select a new player at any day/night. These can be the same until the Mentalist made a guess but they may change as well.

    As answer scale for personal statements and questions, I recommend the use of 4 to 5 answer options. It's good to use 0 (low extent) to 4 (high extent) for rating statements, such that a blind guess is still sufficiently probable. Some other questions allow for letters or digits. In questions with free choices, the story teller should give answer options for the mentalist of which only one is correct.

    Selected players should (but don't have to) respond to statements and questions truthfully, concerning their genuine reality. The Story Teller keeps any answers secret and tells them nobody, not even the Mentalist after guessing or after the game. The Story Teller only decides whether the answer is close enough to register as correct or wrong answer for triggering the Mentalist ability.

    The Story Teller doesn't have to approach the selected player and may use statements or questions that the Story Teller already knows.

    The reward for guessing right is to obtain a real ability which might be even an evil ability such that two of them are in play. The guessed player does not change and doesn't notice if the Mentalist guessed right.

    Some abilitys may specifically disallow two of them to be in play. Players with such ability are not chosen by the Story Teller for the Mentalist.

    When the Mentalist guesses an answer while being poisoned/drunk, then the answer always counts as false and the Mentalist obtains a drunk ability. In this case, the Mentalist may see an arbitrary player at night (who is not asked by the Story Teller).

    When the Mentalist is dysinformed, they get to see a wrong player, one that was not asked by the story teller.

    In the dyseffective state, if the Mentalist guesses correctly, they don't get the ability of the guessed player – they either do not change their character or they get any other character (the story teller chooses). If the Mentalist guesses falsely, they don't get a drunk ability – either no character change or any other character (the story teller chooses).

    One of the most valuable properties of the Mentalist probably is that players can "confirm" the Mentalist to be in play with meta reasoning. In theory, the story teller may hide the Mentalist by asking fake questions in every game with a Mentalist on the script. However, they don't need to do that. The story teller isn't required to hide the Mentalist ability for players who are asked. The story teller doesn't explicitly tell people about the mentalist (at least towards good players) but you don't have to keep up an illusion that is strenuous to achieve. It's valid for asked players to conclude with meta reasoning that a Mentalist likely is in play due to the Story Teller's question. It's an open secret.

    Examples

    • “What is your certainty for your team to win this game session?”
    • “Initial of your stereotypical BotC character”
    • “Initial of your study program/vocational training/profession”
    • “Initial of your favourite school subject.”
    • “Initial of your city or district of birth.”
    • “Initial of your favourite animal.”
    • "Initial of your favourite color."
    • “How much do you like travelling?”
    • “How much do you value animal welfare?”
    • “How much do you value justice over fun?”
    • “How much do you value sense of life over pleasure?”
    • “How much do you value personal posession?”
    • “How much do you value common good over personal wealth?”
    • “How much do you value positive living together over personal wealth?”
    • “How much do you value social resemblence?”
    • “How much do you value personal advantage over truth?”
    • “How much do you value rationality over empathy?”
    • “How much do you value conventions/rituals?”
    • "How much do you value simplicity over thoroughness?"
    • “How traditional are you?”
    • "How much do you appreciate criticism?"
    • “How spiritual are you?”
    • “How romantic are you?”
    • “How much physical/language/social finesse do you have?”
    • “How good are you at finding examples?”
    • “How strong is your self confidence over your self perception?”
    • “How much do you tend to perceive commonalities over differences?”
    • "How many children would you like to have?"
    • "As good/evil player I win most of the time." (yes, neither nor, no)
    • “I am good at cooking.”
    • “I like sharing.”
    • "I like singing."
    • "I like making music."
    • "I like drawing or painting."
    • "I often visit the theater."
    • "I like making art."
    • "I like getting creative."
    • ”I like cooking.”
    • “I spend a lot of time with my cellphone.”
    • “I rather like playing digital games than watching movies.”
    • “I am an optimist.”
    • “I am a nerd.”
    • “I am a visionary.”
    • “I want to achieve something great in life.”
    • “I keep to my promises.”
    • “I can organize well.”
    • “I have/had many love relationships.”
    • “I am assertive [good at exercising my goal/will against others]”
    • “I am better at thinking than making.”

    How to Run

    If the mentalist is in play, choose a player by yourself and a statement or question. The player can be asked on the same night, today or yesterday (before the Mentalist learns the player). You can write down the response of the player if you cannot memorize it.

    When the Mentalist has an additional ability, you may add a reminder or token to them in the Grimoire. Show the Mentalist their ability when they wake at night to clarify which ability they currently wake for.

    As the Mentalist, you could visit the selected player before you visit the Story Teller. You could ask them about the statement/question and the correct answer. There are disadvantages: you out yourself as Mentalist. If you out to evil people, they might kill you in the next night or in the night after the next one. If this happens early in the game, you can blame one of the players you contacted. Furthermore, they maybe do not want to tell you or, worse, might not tell you the truth and bluff only a character, especially when they want to hide it. If you're lucky, you could still choose your own guess or you could purposefully choose an unlikely answer and if you apparently turn into the same character that the person bluffed – despite picking a different answer – then it shows that they lied to you.

    Attribution

    Townsfolk

  35. Shaman

    Each night*, if you guess the demon-killed when ≥ 4 players are alive at dusk, once per game you get to know all alive players' characters.


    The Shaman tries to learn player characters by contacting recently demon-killed people.

    The Shaman may choose 0, 1 or more players per night. They must choose the exact set of players who die from the demon, not less and not more, in order to trigger their reward. The reward may trigger at most once per game. The Shaman chooses after the demon ability because this way, the Story Teller is not responsible for the success of the Shaman when the Story Teller chooses the demon kills.

    The Shaman may only guess when there are at least 4 players alive before the night onsets. In order to guess demon targets correctly, the targeted players don't need to die during the night – e.g. when protected at night or when chosen by Pukkha – but the Shaman needs to point to exactly all the players, not less and not more.

    When any ability prevents the demon from acting or killing, then the demon targets are no players. This is also the case when the Werwolf Alpha kills.

    If Shaman guesses right while drunk/poisoned, the story teller could show any characters. This counts as having used the Shaman ability. After that they don't wake up again. If the Shaman is dysinformed and guesses right, they get to see the same number of any characters that are not among the alive players – characters of dead players or not-in-play characters. The dyseffective state doesn't alter the ability.

    The Shaman does not learn the link between players and characters, only the characters. They don't learn what people were actually killed by the demon at night.

    Examples

    The players figure out, the demon is Ankou. Tonight, the Shaman chooses no players. The Ankou puts the accountability for their kills onto another player so that the Shaman's guess is correct. The Shaman wakes up to see all alive players' characters.

    How to Run

    When the Shaman wakes up at night, they may shake their head "no" to choose no players. Otherwise, they can point at players. The story teller immitates their choice and the Shaman nods their head to confirm their choice. If the Shaman is not satisifed, they may reset the choice by showing a repetition sign, such as a reeling gesture with the pointing fingers of both hands. The selection of one single player can be repeated by shaking the head "no". In order to submit the selection, the Shaman can make a thank you gesture: make the hands touch at the finger tips and nod once again (similar to Japanese greetings).

    Attribution

    Townsfolk

  36. Actress

    Each night*, you learn the number of alive players who were publicly mad about false game-related info today.


    The Actress sees through people and notices when they are not authentic.

    For the Actress ability, being mad about false game-related info is defined as a statement of any player that tries to make others believe – or convince of – a false game-related information. For this definition, the intension or purpose is ignored. It should be equivalent to the condition of the Crusader that triggers a penality for them. Wrong statements about non-game-related or properly differentated (conditional) game-related statements are not false statements.

    A false statement is public if a player says it while the players have gathered around at the circle of chairs – even if someone left for the toilet.

    The Actress does not learn which alive players made false statements and how many false statements were made but how many players made false statements.

    A drunk/poisoned Actress might get false info (a false number). A dysinformed Actress (like with Vortox) always gets false info.

    The dyseffective state does not affect the Actress.

    How to Run

    You need to find a way to remember how many players made false game-related public statements and didn't correct them during the day.

    For numbers from 0 to 10, use two hands. For numbers from 11 to 20, use both hands two times: show 10 at the first time and flip your hands at the 2nd time so that the back of the hands face towards the Actress.

    Attribution

    Townsfolk

  37. Robber

    At night, if you account for killing the last alive Minion, you learn the Demon player. You know the Clan Boss player.


    The Robber extorts information from a desparate opponent.

    The Robber's reward equals the one of the Puzzlemaster. The Robber's ability doesn't give you any additional tools for killing other players. Without any additional abilities, the Robber can only kill someone by nominating them except when they obtain the accountability of another kill or with additional abilities.

    If the Robber is drunk/poisoned, they likely get false info. If they are dysinformed, they only get false info and get false info when they would get Clan Boss info. The dyseffective state has no effect with the Robber.

    Examples

    The Clan Boss is the last alive minion. The Ankou chooses the Clan Boss to kill and the Robber to be accountable. The Robber dies with the Clan Boss and cannot get info anymore.

    As the Robber, you get no info about the demon player if you die before that, e.g. by the demon. Therefore, collaborate with good players to protect you at night. Use your knowledge about the Clan Boss to kill this player before the last minion if the Clan Boss is a minion.

    As evil player, if there are 5 or 4 players left and you are the last alive minion, you could nominate and execute a player at the day and bluff the Robber at the next day where you claim that you saw the Demon last night. Or, you could blame a good player for being the Clan Boss. Your ability puts more weight on your claim. When they execute the Clan Boss and see you lied, they would likely execute you next, not the demon, and evil wins.

    The Robber is a great bluff for Ravannavar.

    Attribution

    Townsfolk

  38. Clown

    You start knowing 1 not-in-play evil character. If you joke about being a minion you register as evil until dawn. For each funny gag/joke, you learn a player at night.


    “Wouldn't it be funny to be a psychopath?! This is my axe!”

    The Clown tries to be hilarious.

    Important, the Clown's ability only works publicly at the day before the night, when the people gathered at the circle of chairs, not in private talks. The Clown's registration of evil alignment is detected by abilities and does not change the actual alignment of the Clown for the game rules.

    It may count that the Clown tries to be funny, hilarious or ironious even if most people don't actually laugh. If the story teller thinks, it was genuinely funny for at least one player different from the Clown, i.e. the funnyness is convincable or believable, they get to see one more player and their character at night. The story teller might also decide that it is only funny if also someone has laughed. A Clown can see multiple players at night. The Story Teller chooses which. (If the story teller thinks, a joke was weak or did not add much compared to the other jokes at the previous day, then the Story Teller might show a player again that they already showed to the Clown.)

    For the gag, any medium is fine as the Story Teller decides. It may work for the Clown to show a meme, image or video on a phone or display besides a funny face, response or reaction.

    The Clown does not wake up at night when they did not try enough and was not successful enough about making gags/jokes at the previous day.

    The Clown cannot falsely register as evil at night 1.

    If you are an evil player and the Clown is not in play, you could bluff the Clown and make jokes about being a minion to explain why you register as evil.

    As good Clown, you can test the claim of other players by registering as evil to them.

    Attribution

    Townsfolk

  39. Survivor

    You start knowing 1 good player. At night, after a player dies whose character you claimed publicly before they did, learn 1 more dead player's character.


    The Survivor is a daredevil who tries to survive people who they double claimed.

    The Survivor extends the Steward. Knowing a good player is helpful for the Survivor as it can help to double claim the good player's character.

    At night 1, you learn one good player but not their character.

    If the Survivor most recently and publicly claimed or confirmed being a player's character before that player did, then the Survivor gets to know 1 dead player (evil or good) plus their character at night after the character's owner has died. For learning new players you only have to make a double claim (or triple claim or …). You don't have to kill the real character owner by yourself. The accountability does not matter.

    The reward should be based on the effort or luck that the Survivor made. Surviving a double claim can be difficult, especially when the Survivor is on the script (and is killed by the Demon). Therefore, the Survivor may learn an important dead player, such as a minion or a character whose confirmation has a high value for the good team.

    The claim must be made in the public when the players are at the circle of chairs. Only the last claim counts as the claim for the Survivor, the claim gets invalid if the Survivor refuses it later on, and only the registered character of a player must be claimed for the reward to be triggered.

    The Survivor only learns characters that players register as and also only must claim the character that players register as.

    If the Survivor is drunk/poisoned, they might see an evil player or a false character as reward or might be rewarded with false info when they would not be rewarded normally.

    If the Survivor is dysinformed, the rewards are real but deliver false info. The shown player might be (covertly) alive or might not register as the character that the Survivor sees.

    Optional Rules

    Optional: as story teller, you might require madness for the claim to count. If you do, you must tell the Survivor player about it. This will make it much harder to survive, because madness requires to actively convince others, even in private talks, and the Story Teller must not notice that the madness is violated.

    As Survivor, if you manage to bring enough good players into the loop very early in the game without evil players, you might be able to figure out up to 3 or 4 players in total until you die. Start telling it to the good player that you know. You could claim that you changed to another not-in-play character.

    As Survivor, it is also very useful to publicly claim an evil minion character (such as the Psychopath) to be notified when this character dies later.

    As Survivor, you are lucky if you claim a player's (mis)registered character that they do not claim or know by themself. Try to claim characters that players probably don't know to register as. You might even explain that a foreign player registered as your character as the result of a Puppeteer. You could try to collaborate with good players who misregister as other players.

    Attribution

    Townsfolk

  40. Forensic

    Each night*, learn the characters of lethal nominators & choose 1 player to learn what character attacks them tonight. Only the character type of your info is correct.


    The Forensic investigates who kills other players but only gets the character type correct.

    To the Forensic, each accountable character is represented by another character of the same character type of the script. This registration can be abitrary and change even if the registered minion/demon character didn't change. The shown character might be in play or not. The Forensic only can exclude that exactly this character accounted for a kill and knows that the character type is correct.

    At the night, the Forensic learns about the characters of all the players who account for nominations that killed someone at the previous day. However, the Forensic only wakes up after the demon.

    When no more people die at night, wake up the Forensic and let them choose one player (dead or alive). If this player is attacked/killed tonight, they learn the character of the accountable player.

    In the dysinformed state, the Forensic might either learn entirely correct characters or entirely false characters.

    The dyseffective state has no effect on the Forensic.

    As evil players, try to misregister the accountability of players. This confuses the Forensic. Ankou can be useful for that.

    Attribution

    Townsfolk

  41. Clairvoyant

    Each night°, choose 1 player to disable their Jinxes until next choice. Each night, you see the number of active jinxes. You only win if the good wins. [≥ 1 active jinx]


    The Clairvoyant knows and disables active jinxes.

    See active jinxes.

    Each night (starting at the 2nd night relative to the Clairvoyant ability), the Clairvoyant chooses a dead or alive player to enable or disable any jinxes on the script and official jinxes which are related to this player. The disabled jinx remains disabled until another jinx is disabled by the Clairvoyant or until the Clairvoyant ability is removed.

    Every night, the Clairvoyant sees the number of currently active Jinxes. It happens after they choose a player. A jinx must be enabled to allow for activation.

    At least one jinx must be enabled in the setup for the Clairvoyant to be included in it.

    Disabling specific jinxes can be very strong for the evil team. Therefore, while the Clairvoyant has their ability, they win only with the good team, even if they are evil. If the Clairvoyant dies (and is evil), they don't win with the good team anymore.

    Optional Rules

    Optional: the Clairvoyant might work with optional rules of abilities instead of Jinxes. In this case, the Clairvoyant can enable or disable any optional rules of the chosen player. Only optional rules of in-play abilities count as being enabled or active, allowing the Clairvoyant to conclude that characters are in play or not. This optional rule can be used if there are no or barely any jinxed characters in play.

    As Clairvoyant, you can infer what characters are in play by knowing active Jinxes. You can even confirm characters when you remove their Jinx.

    The Clairvoyant's ability is demanding to use. You maybe cannot remember all the jinxes or rules that you saw last night. Even more, seeing the differences between two nights takes even more. The amount of information that the Clairvyoant can extract depends on the cognitive abilities of the player.

    Attribution

    Townsfolk

  42. Platitudinarian

    Whenever a player says a platitude (commonplace phrase) something bad might happen at this/next day/night.


    “Merry Christmas, Happy Easter and New Year too!”

    The Platitudinarian turns etiquette into sarcasm or zynism.

    For each platitude that is said at day, a consequence might follow today or tonight, possibly.

    Examples

    Some possible effects:

    • a person dies or resurrects
    • a Fabled is added or removed
    • a Loric is added or removed
    • a person incurs a negative state change but not the death (drunk, poisoned, deranged, sick, unconscious, imbecile, schizophrenic …)
    • a person becomes mad or else is penalized.
    • a person gets an Outsider
    • a person gets a new Demon
    • a person changes their alignment or character

    If you feel lucky or believe, your team needs help, give your best platitude to the opposite team.

    Attribution

    Fabled

  43. Inspector

    1 player who knows it *might* be Inspector: Player states affect you. Deadly executions turn into *arrest*. At night, arrested players might choose + learn you. "yes" reveals their character to you & re-enables nominating+abilities. Evil players choose at the first night of arrest. A "no" or 2nd arrest leads to permanent abilities loss.


    The Inspector replaces deadly executions with arrests.

    The arrested and sentenced state behaves like the sick state. No abilities and no nominations as if dead but the player registers as alive and votes normally.

    The story teller doesn't tell if the Inspector is in play or not and which player it is. Only the Inspector players starts knowing it. The inspector ability is bound to the player and cannot transfer to another player but is affected by the player's state such as drunk, poisoned, dead.

    When the Inspector is alive and active, executions don't kill. If a player would have been deadly executed, they are arrested instead. The arrested state does not kill them but remains, even after the death of the Inspector. Don't explain why executions don't kill. However, the arrested player may easily notice being arrested when they cannot use their ability anymore despite living. All other players will also guess it when multiple execution did not kill successively.

    The story teller decides for any night what arrested players may choose to reveal their registered character to the Inspector. Multiple players can get a choice at the same night. Arrested evil players always get this choice at the first night of their arrest. Arrested good players might or might not get this choice at any night. Players – who get the chance to choose – get to know the Inspector player.

    If an arrested player gets the choice to reveal and chooses "no", the Inspector doesn't get to know this and their abilities remain lost. They lose all their abilities until the end of the game – this is called "sentenced" state. (A death + resurrection will not re-enable lost abilities!) The sentenced state triggers the effects equivalently to dying from execution. I.e. if the demon is sentenced, good wins. If the good Saint is sentenced, evil wins.

    If an arrested player gets a choice and choose "yes", the Inspector sees the player and their character at night. Then, the arrested state ends and all their abilities will re-enable, no matter what character+alignment they have.

    If a player would have died a second time from execution during the activity of an Inspector, they are sentenced instead.

    When the Inspector cannot use their ability (also if they are arrested), no arrested player can change to a non-arrested state anymore. In that case, arrested players cannot get the choice to reveal their character. When the Inspector is arrested, it is like effectively every arrested player is sentenced and all following executions may kill again.

    How to Run

    At night 1: Choose 0 or 1 player to become the inspector. If 1 is chosen, wake up this player and show them that they are the Inspector. Else, ignore the Inspector for the rest of the game.

    At night 2+: If players got executed at day, add an "arrested" reminder to the player. At any night, you might allow any arrested players to wake up: point to the Inspector player, show the Inspector character and let them choose "yes" or "no". Evil players get this choice at the first night of arrest. If they choose "no", replace the "arrested" reminder with "sentenced". If they choose "yes", wake up the Inspector, point to the player who chose "yes" and show 1 character that they register as. Then put the "arrested" reminder upside down (this means "not arrested anymore"). As long as a player has state arrested or sentenced, they don't wake up at night, their abilities are skipped (are like dead) and they cannot nominate. If a dead or alive player is arrested with the upside down "arrested" reminder, exchange it with the "sentenced" reminder.

    The sentenced state can be worse than a dead player state. Dead players may resurrect and regain abilities. Sentenced players don't regain their ability.

    As story teller, it usually is fairer to not offer a choice of revelation to some good players. If you change your mind, you can still give them a choice at a later night, when the good team needs help to win.

    Evil players could bluff to have not gotten a revelation choice during arrest, to look like good players. They pay for it with being sentenced.

    Executed evil players will probably reveal their character to you and for most Minions and Demons it is the correct one. Just execute until you find the demon. Then execute the demon again. If the demon does not reveal their character, the game will end, so that the Demon certainly will share their character with the Inspector.

    Attribution

    Jinxes

  44. Redeemer

    1 good player *might* be Redeemer: if you are healthy+sober+alive after a death, good wins. You resurrect X nights after last death (X = #good-alive-votes else #alive-evil). You & evil players know you. You may die from execution if you are poisoned/drunk or if "#good-votes – #evil-votes" is ≤ 1 or passes the nomination limit.


    “And lead us not into temptation, but deliver us from evil: For thine is the kingdom, and the power, and the glory, for ever.”

    The Redeemer's resurge brings salvation to the town and dispels all evil. The Loric Redeemer replaces the Loric Storm Catcher.

    The Redeemer might be in play (when the Story Teller chooses so). Do not declare whether the Redeemer is in play for the good team. The Redeemer player is just a normal good player with their own Townsfolk or Outsider character.

    With the Redeemer in play, the game gets a voting fight and a race in time. When the Redeemer dies, the evil team wants to end the game quickly, the good team tries to do the opposite. If a Heretic/Wicked is in play, exactly the opposite happens.

    The Redeemer role is not affected by the death of the Redeemer player, only the ordinary restrictions on abilities, voting and nomination for that player is affected. Manually resurrecting the Redeemer from death ends the game earlier. The Redeemer role is static throughout the game, it cannot be lost, switched or given to other players.

    The Story Teller does not declare who the Redeemer is and will not tell anybody that the Redeemer resurrects or when. The automatic resurrection of the Redeemer happens as the last action in a night. That means, even if the demon would kill 1 or 2 out of 3 players, the Redeemer might resurrect and good wins after the night (if both good and evil would win).

    The Redeemer must be sober+healthy to end the game after resurrection. If the Redeemer resurrects and dies against, both while they are poisoned or drunk, then the resurrection date is recomputed based on the new date of death. If the Redeemer resurrects and continues to live, the game only ends as soon as the poisoned and drunk player state is gone.

    Nominations of the Redeemer behave like normal. You may count the total votes loudly (if you also do so by other players) and tell, if the nomination succeeds or not. (But you also have to count what votes are evil and what votes are good!) It could help the story teller when counted votes keep their hand raised until the nomination result is declared, for every player in the session. Do not show that a player is the Redeemer. The difference is only that the Execution possibly does not kill. It only kills if the Redeemer player is drunk/poisoned or if the difference of good minus evil votes is ≤ 1 (including all ghost votes, votes with vote token) or if this difference also satisfies the criterion for a successful nomination (at least 50% of alive players in usual games). Don't say why an execution doesn't kill.

    The story teller doesn't have to name the number of nights and days publicly (if they usually do not declare them). The players need to care for it for themself.

    The resurrection only happens at a dawn after the Redeemer started to register as dead. If the resurrection dawn is in the past, the Redeemer player resurrects as soon as possible. The player state of a Redeemer does not prevent their resurrection. The computation of the resurrection dawn is triggered by the Redeemer death. (Except, this does not happen when death effects are suppressed by a Soulmate.) During the computation, the Redeemer is already dead. If the Redeemer obtained the evil alignment, they do not count anymore in the "number of alive evil players".

    Optional Rules

    Optional: instead of ending the game, the Redeemer ability could also disable all demon ability effects until the end of the game. The demons won't be able to kill and the game finishes when the demon gets killed. As the story teller, you don't have to declare whether you'll use this rule but players should know that you might use it.

    Jinxes

    Jinx with Heretic: When the Redeemer role is in play (given to 1 good player), the Heretic does not affect story teller executions, the Heretic is equal to the Wicked.

    Jinx with Riot: When the Redeemer player is executed, good wins.

    Examples

    The Redeemer is killed at night 2 and resurrects at dawn 5. At day 4, 3 players are alive. The demon kills one player at night 5 but the Redeemer resurrects, counts as third alive player, and is not poisoned. There is no Heretic and good wins after night 5. If one Heretic were in play or if the Redeemer would have been poisoned at night 5, evil would have won.

    The Redeemer is killed at night 1 and resurrects at dawn 5. After day 4, 3 players were alive, no-one is resurrected and the Shabaloth kills 2 players. The Redeemer is resurrected and only 2 players are remaining, but as both good and evil would win, good wins.

    The Heretic is in play and 1 player is chosen to be the Redeemer. The Redeemer is deadly executed. At the day before resurrection, the players execute the Story Teller. The Heretic is not effective for the Story Teller execution because the Redeemer is in play and evil wins.

    Day 1, the Redeemer nominates herself. Out of 10 people, 4 good and 1 evil player votes for her. 5 votes suffice, however the difference = 3 doesn't (5 are necessary). Therefore, the execution will not kill the Redeemer. In the next day, 2 good and 1 evil player vote for her. 5 votes are needed to execute the Redeemer, the nomination fails. In the next day, all 5 alive good players and 1 evil player votes for her. The difference is 4 and this suffices for a deadly execution. At day 3, 7 players remain alive and at day 8, the Redeemer is resurrected automatically by the Redeemer rule. 1 player is killed per day+night by a demon, then at day 8, all still alive good players have been killed but the Redeemer is resurrected, as the only good alive player, and the good team wins.

    The resurrection latency is determined by the number of good alive votes for the execution or else, if not applicable, by the number of alive evil players.

    The Redeemer is nominated. Out of 8 people, 3 good and 2 evil vote for him. That is enough for an execution and the difference is 1. Therefore, the Redeemer dies at the execution and after two nights, the Redeemer will resurrect.

    How to Run

    At the first night: Choose 0 or 1 player to be the Redeemer. If you chose 1, add the "Redeemer" reminder to them, else ignore the Redeemer for the rest of the game. If you added a Redeemer reminder to 1 player, wake up that player and show them, they are the Redeemer. Sleep. Also show each evil player which player is the Redeemer.

    At day+night, the death of the Redeemer triggers a compution of the resurrection dawn Y: add the number X of good votes without vote token (after a deadly exeuction) – else the number of alive evil players – to the current day/night number. Remove any old dawn Y reminder and add a new reminder dawn Y to the Redeemer player with a shroud.

    If a dawn Y exists and the Redeemer is dead and the reminded dawn is reached or was passed, resurrect the Redeemer (remove the shroud). This is the last thing that happens at night, before the game would have ended.

    Whenever the Redeemer has a dawn Y reminder, is alive, healthy & sober then the game ends. Good wins if the number of in-play Heretics is even, else evil wins. If a Redeemer is in play and the story teller is executed, evil wins, even when there is an odd number of Heretics in play.

    The Redeemer is executed under ordinary conditions. If the Redeemer is executed, they may die only if they are poisoned/drunk or if the difference of good votes minus evil votes is ≤ 1 or would also satisfy the minimum nomination condition. In a usual game without Traveller Voudon, a nomination requires at least 50% of the number of alive players as votes.

    For the Story Teller: if you add the Professor, you should consider to choose a good outsider as the Redeemer, otherwise the Professor could just resurrect the Redeemer when dead and make the game end. You may consider to add characters that allow the evil team prematurely, such as a Cult Leader, an Evil Twin, a Fearmonger, a Goblin, a Saint, a Klutz, etc. It is a good idea to have the Atheist on the same script to give evil a chance to execute the Story Teller in order to win before the Redeemer resurrects.

    The success of the Redeemer depends on the ratio of alive good vs. alive evil players. The better the ratio for the good players, the easier it is to kill the Redeemer in an execution when every.

    As Redeemer, you want to be executed as soon as possible. You might just come out publically at day 1. You only need to convince people to be the Redeemer and not to execute to prolong the game. This will be tough in a game where demons, Lorics or Fabled put high pressure on players. Nominating the Redeemer puts the evil players under pressure. If however the demon kills you by purpose, you should be worried, really. This likely means, that evil is going to win.

    As the good team, if someone claims to be the Redeemer, you can test it. Just tell the group that only exactly N alive players, specified by the group, should vote, i.e. the exact number of votes required as the minimum for an execution. For the voting part, instruct players to vote who you don't trust. You can threaten deviants to be treated as evil and be executed. If the execution of the Redeemer claiming person succeeds, it's likely not the Redeemer or else, all voting players are not evil (unlikely).

    As the demon, if you can only kill one player per night, you won't want to kill the Redeemer unless the evil alive players outnumber the good alive players.

    As the evil team, there are multiple strategies to fight a Redeemer. Repudiate the Redeemer claim. Avoid their execution. After the Redeemers death, you want make the Redeemer poisoned or deranged at the night directly before they resurrect. If the execution fails, blame or bluff a protection character that saved them. If no Redeemer is in play, the evil players know this. One of them could bluff a Redeemer to make players refrain from executing.

    Attribution

    Jinxes

  45. Saboteur

    1 good player who knows it *might* be the Saboteur: You are affected by player state. Each night, choose 1 player to use your vote. Executees except yourself – who you raised the hand for – are declared dead, live, get unconscious & inform ≤1 evil about you throughout the game. Only at your death, all sabotaged executees are declared.


    The Saboteur chooses a deputy to cast their vote and can fake the death of an execution at the price of blocking the capabilities of the executee for one day+night.

    The Saboteur can choose dead and alive players at night, even themself.

    The Saboteur player is like drugged as long as the Saboteur is alive+healthy+sober and (effect-)prudent. This cannot be cured because it's not a character effect.

    The player that is chosen by the Saboteur additionally increases the vote total by 1 whenever they (tried to) vote, even when drugged or with no vote left.

    A sabotaged execution counts as execution but cannot kill the executee. Death is declared nevertheless and even if the player would have been protected. The executee is unconscious until the Saboteur dies. The executee is not drunk if the Saboteur player is drunk, poisoned, or dyseffective.

    If an execution is sabotaged, 1 evil player might learn that you are the saboteur. This player might learn it multiple times but no more players than this player may learn it during the game. This should happen at least for the first sabotaged execution. At most 1 evil player learns about it during the game. This can be an evil outsider, an evil minion or less commonly the demon.

    If the Saboteur player uses their abilities, their nightly chosen player votes normally again (the vote does not additionally increase the vote total). Any state caused by sabotage is not effective anymore. The affected players use their ability again. However, the misregistration as dead is not reverted by the drunk, poisoned or dyseffective player state, even if the players get conscious again and use their ability.

    If the Saboteur dies while being sober+healthy, the sabotaged executees are declared to have not died and register as alive again. Note: only the death removes the misregistration, this is intended. It is part of this Loric.

    The Saboteur cannot sabotage their own execution. They can die, despite trying.

    A dysinformed Saboteur player causes that other players learn a false player to be Saboteur.

    A dyseffective Saboteur player is like a drunk Saboteur player except that the chosen player's vote still counts as one more and the Saboteur's vote as one less.

    An anti Saboteur player chooses any number but not 1 players to (not) increase the vote total. (If they do not increase the vote total, any other not chosen players might.) They sabotage any nomination at which they did not raise the hand. The sabotage might waste vote tokens and go unnoticed. The overdriven state might not last for 1 day & 1 night but less or more.

    Examples

    At day 1, the Princess nominates the Steward. The Saboteur raises their hand. The execution is sabotaged silently but the Steward is declared to die. At night 2, the demon cannot kill nonetheless.

    How to Run

    At night 1: choose 0 or 1 good player to be the Saboteur. If you chose 1, tell them about it. Else, ignore the Saboteur character for the rest of the game.

    At night: Remove "+1 vote" reminders. Let the Saboteur choose 1 player, including the dead and themself. Add the "+1 vote" reminder to them.

    At day: When the player with "+1 vote" reminder raises their hand while the Saboteur works properly, their vote counts +1 more than usually, even if they could not vote. Add the "sabotaged" reminder to the nominated player if the Saboteur raised their hand for them, if the nominee gets to be about to die and is not the Saboteur. Remove "sabotaged" reminder when another player gets at least as many votes today. If a player with "sabotaged" reminder has been executed: add no shroud but declare the death (even if they would not have died anyways). The life token on Townsquare is flipped accordingly.

    Wake up 1 evil player (usually a minion) after the first sabotage to show them who is the Saboteur player. Add the "witness" reminder to them. You might inform the player with "witness" reminder after other sabotaged executions but only the player with "witness" reminder.

    A player with "sabotaged" reminder neither can act, nominate nor vote while the Saboteur ability functions properly.

    When the Saboteur dies, declare all players with "sabotaged" reminder as alive, remove the "sabotaged" reminders and unflip the life tokens on the Townsquare.

    As good Saboteur there are reasons to sabotage executions of evil players as well as good players. It doesn't make much sense to sabotage executions of certainly evil players except if you want to suppress their vote before you die. But you could try to sabotage executions of players who are uncertainly evil or good. When they are unconscious, you might be able to figure out whether they are evil – by lack of demon kills or other evil abilities. However, any vote tokens are lost which are spent for sabotaged executions! Do not sabotage all good player executions. You pay with their votes. So be careful.

    Attribution

    Jinxes

  46. Immortal

    Nominations are not regulated. Invalid nominations fail covertly. 1 good player, who knows it, *might* be the Immortal: Only your *character* can die & is affected by player state: if it died, deads nominate validly & each of your dead votes gives +1 evil dead +1 vote token next night.


    “The 1st time, my train derailed into an icy river but I managed to swim to the riverside. The 2nd time, I survived a plane crash at landing, being suck out of the door but cushioned by hay, while everyone else died. The 3rd time, my bus skidded into a river, I could swim to the riverside but some others could not do it. The 4th time, my car took fire while I was driving it. It exploded but I could crawl out of it. 3 years later the same even happened again. The 6th time, … (Frane Selak) ”

    The Immortal always appears as alive and can always nominate & vote, such that it gives dead players the same nomination power and evil players the same voting power.

    Anyone may nominate, even if no Immortal role is in play! Players who are not elligible for nominating or nominate someone who has already 1 valid nomination cast an invalid nomination. The story teller does not declare or disclose invalid nominations.

    Invalid nominations are ignored, even if they won. They would make a false player publicly register as about to die. The execution is decided by only a valid nomination. If the story teller declares the execution, they still declare the correct execution and its effects. This means, it is perfectly possible that an invalid nomination wins but suddenly exceution of someone else is declared.

    Players can be nominated at most once with valid nominations but any times with invalid nominations. If someone tries to nominate a player who already got 1 valid nomination, then the new nomination will always be invalid even if the nominator is elligible for nominating.

    When the Immortal player dies, their death affects only their original good character but not nominating, voting or the Immortal role. The Immortal role player is never declared to die and never registers as dead for roles of other players (the Immortal player themself excluded), not even when the Assassin killed them, not even when drunk, poisoned or deranged.

    If the Immortal is dead (i.e. their character), it allows all dead player to cast valid nominations. Then, if the Immortal uses a vote, +1 dead evil player wakes up at night and gets +1 vote token (others don't know this). Any dead evil player can only get 1 additional vote token per day. If all dead evil players got +1 vote token, no more dead players will get +1 vote token from your vote.

    If the Immortal is drunk/poisoned while being dead, nominations of dead nominaters become invalid again. You may need to use your Vote Token if dead.

    Special characters – who are not blinded by misregistered dead or alive state – work like normal. When the Immortal secretly dies, the Ankou will get to know the immortal player's good character and good alignment but not the Immortal character.

    While the Immortal player is partly affected by the player's state, the Immortal character is not and belongs to the story teller.

    Optional Rules

    Optional: If the Immortal player is anti, the story teller might always declare and register the Immortal as dead – even if false.

    How to Run

    When an elligible nominator nominates a nominee, add the "nominee" reminder to the nominee player. If they have already a "nominee" reminder, the nomination is invalid. In an invalid nomination, the "about to die" reminder will not change!

    If you add the "nominee" reminder to a player X: if player X has at least as many votes as any player with "about to die" reminder, remove any "about to die" reminder (if applicable) and if player X has also more votes, also add the "about to die" reminder to player X. "about to die" reminders can only be added to players where the "nominee" reminder is added at the same time.

    If an invalid nomination has got most votes now, remove any old "not executed" reminder and add a "not executed" reminder to the nominee if they have no "about to die" reminder already.

    Remember at least the number of votes for the best valid nomination (the player who actually is "about to die") and the best total nomination (valid or invalid, for the player who publicly registers as "about to die").

    Remove any "not executed" reminder when you add the "about to die" reminder to that player.

    At night 1: choose 0 or 1 good player to get the Immortal role.

    If you chose 1 player as Immortal, let the player know it and add the "immortal" reminder to them, else ignore the Immortal player role for the rest of the game that is described in the following:

    When the immortal player dies at day, declare that they didn't die (independent of their player state). When the immortal player dies at night, do not say anything as if they didn't die, even after being attacked by the Assassin ability. Add a shroud to the player. This player is dead only with respect to their own good character and abilities that cannot be deceived about death (e.g. the Ankou).

    Additional effects activate when the player with "immortal" reminder has a shroud:

    • they register as alive (do not disclose that they are dead)
    • dead players get elligible to nominate
    • the Immortal player votes without using a vote token
    • if the Immortal player votes for a nomination (even for an invalid one), add a "+1 vote token" reminder and a "got vote token" reminder to an evil dead player who has no "got vote token" reminder.

    At dusk, for each player with "got vote token", wake them up, show them the Immortal character and a vote token, and remove the "got vote token" reminder.

    In another words: Zombie apocalypse.

    Attribution

    Jinxes

  47. Shopkeeper

    Players can earn coins for each game-related quest, achievement or minigame they win. They can spend coins for immediate item effects from you.


    The Shopkeeper drives commerce, providing ability-independent items and game effects to players with achievements.

    The Storyteller might give some players 1 coin as start capital.

    Dead players cannot use money. When they die, they decide to give it other players. They may choose to make a public or private will for each player. In the private case, no other player learns that one player obtained something.

    If a player succeeds with an achievement or wins a minigame, at night, they get coins and learn this. The same achievement can be accomplished any number of times, each time earning coins. Do not declare coin updates or states publicly. Do not declare or reveal achievements (only explain them to the player). Others do not know the coin updates or states of a player or when the player spends coins.

    Achievements are character or character type specific.

    Items always work correctly and always provide correct info. Items are not affected by player states (such as being dead or unconscious) or abilities (except if they explicitly say so). Items are activated at the next applicable point of time after they were purchased at day. Often, items only have a limited temporal scope of effect.

    Coins should behave like physical coins. Therefore, players may trade or donate coins to other players or make bets. If they cannot do so physically, they may contact the Story Teller. Stealing is unethical in the game's context and might be treated as a rule violation with the Theist character. The story teller should consider stolen coins to be invalid, take the coins from the stealer and give them back to the original player. Players may visit the story teller to make contracts.

    The achievements or quests could be anything but must be game-related! It might even be bets or rule-based continuous rewards (auction games)!

    Never define full achievements which do not have impediments or trade offs for the player such as "choose player/character X", "nominate player Y" etc. These could be used to manipulate one team artificially.

    Game-unrelated achievements like "Pass me a bottle of water" may not count!

    Optional Rules

    Optional: The Shopkeeper might also sell ability upgrades. The story teller might invent some for specific abilities.

    Examples

    Upgrades

    • Flash (3 coins): from now on, you have your ability twice but it is declared next dawn
    • Doppler (3 coins): from now on, you get your starting info every night

    Items

    1 coin = 1 Achievement

    • good character players:
      • Demon Shield (4 coins): You do not die whenever the Demon is accountable for your death.
      • Wiretap (1 coin): choose 1 player. When they die the next time, you will learn what character is accountable for it.
      • Forensics Kit (3 coins): choose 1 player. When they die the next time, you will learn what player is accountable for it.
      • Drug (1 coin): choose 1 player. They are drugged during the next day.
      • Storybook (2 coins): Choose 1 Fabled that is added to the game session.
      • Lucky Charm (3 coins): The next time, when an outsider or minion character would make the good team lose, the character's player turns into a Wicked instead and nobody learns this except the player themself.
      • Blessing (4 coins): The standard winning condition of evil is changed such that evil wins when all good players are dead. (The game does not end automatically when only two players are alive.)
      • Therapy (1 coin): Learn your entire state impairments tonight. (E.g. dead, drunk, poisoned, dysinformed, dyseffective, anti, schizophrenic, imbecile, sick, unsconscious, arrested.)
      • Elixir (2 coins): Du obtain one extra life. Your next execution – even if you lose 1 life – doesn't count as execution and allows for new nominations.
    • evil character players:
      • Shield (2 coins): when you would die the next time, you become unconscious for one day and night instead of dying.
      • Walpurgis Night (3 coins): all evil players (not just minions, demons) get to know each other tonight, even everyone's character and hidden players such as the Vice but not the Magician.
      • Clairvoyance Glasses (2 coins): Choose 1 role or character (even Fabled-related roles) und learn what person it is. It could be no person or multiple ones.
      • Soul (2 coins): Choose 1 player who resurrects tonight (no demon).
      • Mystic Scepter (2 coins): You can change to any 1 character of one of the character types that you currently have. It must be a character that doesn't violate setup rules/logic with respect to current in play characters. If invalid, you can try again one time. If still invalid, you might get the chosen character by swapping with another player, else you keep your current character.
      • Mind Control (1 coin): choose 1 player tonight who is deranged until next dusk.
      • Demon Blade (1 coin): the demon-related choice of killed players is skipped tonight. You additionally use the Assassin ability tonight.
      • Neurobot (2 coins): choose 1 player and any state impairments (see Glossary). These are active for one day and one night. The Player state cannot change during this time. After this time, the previous player state recovers.
      • Time Hole (3 coins): choose 1 player. Your and their abilities work twice tonight. (They might wake up twice as many time, your effects add up.)

    Achievements

    • Publicly guess correctly what player has character X. (Possibly a minion or outsider player.) Or better: guess a Minion's or Outsider's character. You can only guess once.
    • Survive 1 double claim and make another double claim.
    • Cause a state change X for a player who Y!
    • Obtain info X from your ability!
    • At one night+day, be mad about being X and survive!
    • Survive when nominated by other players!
    • Survive when you were about to die!
    • Survive an execution!
    • Survive a demon kill.
    • Survive character X/player Y (they die before you)
    • Prevent an execution by tieing a nomination! (There are two winner nominations and therefore no execution.)
    • Don't die until dawn X.
    • Don't kill tonight/today/for time X. (E.g. only choose dead players.)
    • Until time X, achieve Y.
    • ability specific achievements…

    Minigames

    only players in the better half of players win coins

    • see Traveller Juror
    • a small card or board game or poker round (you even may invent one!)
    • play a digital minigame contained in a digital game, such as Mario Party-like game, Make it Meme or Jackbox Party

    Jinxes

  48. Vagrant

    You might count as Outsider or Traveller all the game. [-0 or -1 Outsiders, ? Vagrants]


    The alternative to the Farmer: a character without ability.

    The Vagrant counts either as Townsfolk, as Outsider or as Traveller (independent of whether they have a Traveller ability) but only one of them throughout the game. They don't start knowing what character type and Traveller ability they have or if they have one. They might have a Traveller ability even if they don't count as Traveller player.

    If the Vagrant counts as Traveller player or has a Traveller ability, they are exiled instead of executed and dead players can nominate them.

    Any number of Vagrants can be in the setup.

    Some traveller abilities automatically reveal themself. This is fine. Some traveller abilities might not be noticable for the Vagrant. This is fine too. The story teller purposefully may choose an unnoticable Traveller, e.g. the Gunslinger, when they want to have a Townsfolk or Outsider that is exiled instead of executed. The Gunslinger character officially mentions that the story teller can hint at the Gunslinger player when they can use their Gunslinger ability. If you want them to know their ability, you can do that.

    Optional Rules

    Optional: The story teller might give the Vagrant a Traveller ability. This rule exists so avoid annoyance by Vagrant players. In this case, the execution counts as exile, not as execution.

    Examples

    A Vagrant has the Gnome ability and counts as Outsider player. A Samurai points at the Vagrant and the Vagrant dies.

    Your existence allows for meta reasoning. If you replace an outisder, you likely compensate a strong evil team. If you replace a townsfolk, you likely compensate a weak evil team.

    Attribution

    Townsfolk

  49. Samurai

    Each night*, choose 1 player who dies if it is an outsider. You are of Townsfolk+Outsider type. [? Samurai]


    The Samurai detects Outsiders by killing them.

    Extra rule: all Samurai players of same alignment only kill 1 player together. The killed outsider must be the only most chosen outsider among all chosen outsiders tonight. A Samurai increases the count of a player, if they choose the player when the player registers as Outsider to this specific Samurai. If multiple outsiders have the highest count or if no player has a count of greater than 0, the Samurai (of a team) don't kill.

    The Samurai count as Townsfolk or as Outsider in the setup but register as both character types for the whole game. They also register as both character types when dead. Therefore, a Drunk may believe to be a Samurai and a Samurai may be a Polymath.

    Any number of Samurai can be in the setup after all.

    Samurai players only kill players who (also) register as Outsider. Thus, they can kill other Samurai or themself.

    Note, the Daimyō allows Samurai to get notified about their death.

    When dyseffective, chosen outsiders are not killed but protected tonight and possibly the next day.

    Jinx Godfather: when the Samurai kills an outsider, the godfather does not wake up to kill. (The Samurai acts after the Godfather.)

    As Samurai, you can kill outsiders who would want to die without execution. The Samurai is useful to kill the Saint or the Damsel. But note that some Outsiders won't want to die, at least not early because their death is dangerous. You can also get valuable info. You can link the Daimyou to a player when you get info right at dusk after the Daimyou was executed in the day before or when the Daimyou is killed at this night. You may also figure out that the nominator is evil when no massacre happens after a Daimyou's deadly execution. That's why you should not just kill yourself only for avoiding kills of dangerous outsiders.

    When the Samurai is on the Script, you can bluff a Samurai without problems. Double claiming Samurai is perfectly legal. Multiple Samurai can exist.

    Attribution

    Townsfolk

  50. Buddha

    Once per game, even if dead, guess to be a seen character. If right, you are sober & will win. If false, you are drunk. You *might*: be evil or register as Buddha. [≤1 player of any type]


    The Buddha player tries to figure out who they are (not) and can be (and replace) a player of any character. The Buddha is focussed on the own behaviour and their spiritual enlightenment.

    At night 1, the Buddha sees a character. This can be any character, good or evil, even official ones not in the script such as travellers.

    The Buddha does not know who they are. The Buddha may replace a player in the setup if they have an equal alignment AND an equal non-Buddha character/ability (if they have one) as the replaced player would have had. Otherwise, they always replace an outsider player. The Buddha may be a secret Traveller. (Like the Vice.)

    In a hypothetical example, if the Buddha is good and has a Demon ability, they replace an outsider and cannot replace an evil Demon player in the setup and another evil Demon must exist. Typically, the Buddha (like any other player) does not see their starting alignment (it's implicit). However, the Demon ability is usually too strong to be given to a good player.

    Despite their character, the Buddha player might register as Buddha character (which prevents too easy guessing) instead of their non-Buddha character.

    It could be a good idea to use a character for the Buddha that is not in play already (if you want to show the character token in the grimoire next to the Buddha token) but this is not required. (Technically, you could have the Buddha as 2nd good or evil Demon.) Only, if the ability prohibits two of those characters to be in play, it may not be in play together for the Buddha and another player.

    Once per game, the Buddha guesses whether they have the (correctly) working ability that was shown to them at night 1. The guess is made for now for the very moment. Except when impaired by state changes of foreign influence, the ability of the Buddha is the same and works the same way all the time (the correct answer is always the same except if impaired by other abilities). If the winning guess is "no", they have a different or impaired ability that is strictly different from the ability that they saw at night 1.

    The Buddha's guess does not end the game. The Buddha's win is examined when the game has ended.

    If the Buddha is drunk/poisoned or dysinformed during the guess, the guess is lost but has no negative/positive effect. If the Buddha is dyseffective while they guess, their sober/drunk condition is inverted (correct guess makes drunk, a false guess makes sober). Your guess is still useless because the Buddha player cannot win from their ability when they are drunk. (Same for being poisoned.) The Buddha's effect on winniing also requires the Buddha character to be owned by the player. When gone due to swapping or losing their character (or ability), they won't win due to the Buddha ability.

    The Buddha's drunkness is removed when they resurrect, allowing them to choose again.

    The Buddha may win by their ability when the game has ended, even when dead, but they cannot guess anymore when they are dead.

    The Buddha might register as their ability's character or as Buddha. The story teller must register them as their ability's character if there is no other way to confirm their character, e.g. a character without any player interaction (e.g. the Saint, the Soldier or the Wicked).

    Any time during the day, you may privately or publicly make your guess. Publicly, you can claim your character and choose to guess "yes" or "no". Privately, you can visit the story teller. You can make your guess any time, in the same way as Minions can guess the Damsel.

    After the Buddha player made their guess, the Story Teller does not reveal whether it was right or wrong, only do this at the end of the game.

    If the Buddha guessed right, they cannot get drunk anymore (but poisoned).

    Examples

    The Buddha is a Wicked and is shown a Wicked character. They ask the Shaman whether they saw a Wicked character. The Shaman did and shares the insight. The Buddha privately visits the Story Teller to guess yes and wins at the end of the game independently of others.

    The Buddha is a Vice and Poppy Grower is in play. They get to see the Drug Pusher at night 1. The Story Teller wakes them to choose 1 player each night but until day 4, they have not recognized any nomination event that refutes the Drug Pusher character. The Buddha is well-functioning and guesses that the Drug Pusher is their character. Because this guess is wrong, the Buddha will be drunk until the end of the game, i.e. the Vice ability will not have any effect anymore. Alternative: The Buddha is pinged as an evil player. The Buddha gets nominated successfully and is about to die. Right before their execution, they summon their Buddha ability and guess that their known character is wrong. At the end of the game, the Buddha player wins.

    How to Run

    Choose 2 characters, both which are difficult to distinguish from the perspective of the player. It can be any 2 characters also evil ones. Of those, take 1 character as the Buddha player's game character which you may add to the Buddha character token in the grimoire (if you want the player to register as this character for the game rules and abilites). Also choose one of both – possibly the same – character and show it to the Buddha when the first night is live. The Buddha is treated as any normal player who would have this character, i.e. the Buddha is most likely good when it is a Townsfolk/Outsider or evil when it is a Minion/Demon and is counted like that for the Setup, even if the Buddha player does not register as that character.

    Before the first night: put the Buddha token into the bag like any normal character. The Buddha player knows that they are the Buddha but not what character they actually are. (Kind of inverse to the Drunk character.)

    During the day, the Buddha can claim and express their guess any time, publicly or privately when they visit the story teller.

    The Buddha is a nice bluff for people who don't want to reveal their character to others. Players could abuse the claim to ask others for knowledge about in play characters.

    As Buddha, play nice with your team. If your character is sensitive knowledge, rather guess privately than publicly.

    Attribution

    Outsider

  51. Schizo

    You have any townsfolk or minion ability & alignment but you get false character – & possibly alignment – signals about yourself & possibly others.


    A Schizo gets false signals about their character and possibly alignment, especially one that allows for misinterpretation of their actual ability.

    As the Schizo, you don't know that you are the Schizo. You think and it may look like you have a certain ability on the script but in truth you have a different official or script ability. You believe, you have the alignment of your known ability (good for Townsfolk and Outsider, evil for Minion and Demon) but you have the alignment of your actual ability which could be a Townsfolk or Minion.

    There are actually just few pairs of official characters which have the same interaction and give the same type of info. Even less in the same script. Therefore, official characters are admitted as ability for the Schizo ability. However, they must see a script character. Otherwise, the player could infer the Schizo character.

    The Schizo still is an outsider, even though they have a Townsfolk or Minion ability.

    Any state of the Schizo player also affects their abilities. However, except for the anti and schizophrenic state, no impairements may affect the character + alignment non-info signals.

    The Schizo always gets false character signals about themself but might get false alignment signals about themself or from other players or false character signals from other players. It is often better to give them true character signals when emitted from other players such as from the Evil Twin or from a Daimyou to a Samurai Schizo. (Note, these signals are not part of their ability and therefore not their info.)

    However, any character or alignment info obtained from the Schizo's abilities is generally not affected and true unless drunk, poisoned or dysinformed.

    Optional (expert-level story telling): A Schizo player might remain a schizo when their character would change, e.g. due to Pit-Hag. It's just their ability that changes. This means, they also will see a false character and possibly false alignment when they would get a new character.

    If a Schizo player becomes non-schizophrenic, every signal they learn will be correct. When a Psychatrist has selected the Schizo player, they actually change their character to the character of their ability and gets to know this. It happens as soon as they are not schizophrenic anymore.

    The dysinformed and dyseffective state do not affect the character and alignment signals – which are affected by a schizophrenic state – but only the info of abilities. A dysinformed Schizo will remain a Schizo who also gets false ability info.

    A schizophrenic Schizo is just a like a normal Schizo. The signals are defined to be false for the schizophrenic state, not negated in truth.

    An anti Schizo however is like a non-schizophrenic player who gets correct character + alignment signals about themself and other players but whose abilities are anti as well.

    Examples

    A Monk Schizo believes to be an evil Poisoner but is actually the good Monk.

    A Grandmother Schizo starts knowing the Outsider Clan Boss corrrectly (because this character is ability info) but believes to be a Robber.

    A Knight Schizo believes to be a Noble and starts knowing three players, two players are not the demon, one of them can be any player including the demon. All three can also be good players.

    How to Run

    In order to make schizophrenia oblivious, the Story Teller has to treat the schizophrenic ability (the believed ability) as if it were drunk and underlay it behind the real ability. For example, a minion ability would not be credible without fake minion info at the first night. When the actions for a schizophrenic ability corresponds to actions of the real one, then the real ability is used. Just play the real ability as if it were the drunk ability.

    Attribution

    Outsider

  52. Werwolf Alpha

    Each night, you & evil learn if your chosen character is in play, OR ELSE each night*, use Lycanthrope. The demon learns the chosen evil player. You register as evil.


    Werwolf Alpha is an extension of the Lycanthrope, the leader of lycanthropes, who can uncover the presence of characters (not players) but also transfers information to evil players. The Werwolf Alpha registers as evil even if it is a good player (similar to the Recluse).

    Bascially, Werwolf Alpha may choose either a character or a player.

    If a character is chosen, Werwolf Alpha and the demon learns whether it is in play. If an in play evil character is chosen, the player with that character learns that the Werwolf Alpha ability chose their character and the demon learns that player in addition.

    After day 1, the Werwolf Alpha may instead choose a player to use the Lycanthrope ability for. The only difference to a normal Lycanthrope is, when the demon gets to kill, they first learn what player the Werwolf Alpha chose, so that the demon must decide whether its worh killing the evil player (to avoid blowing up the cover) or whether the uncovered evil player is still valuable.

    If the demon kill is chosen by the story teller, the demon player only learns what evil player the Werwolf Alpha ability chose.

    Examples

    Werwolf Alpha is storm-caught (Storm Catcher) and in play together with Leviathan. The evil players get to know the Werwolf Alpha player at the start but couldn't kill them anyways. By killing people in the night, and if the Story Teller keeps Leviathan secret, the players think, the demon is not Leviathan. When Werwolf Alpha chooses an evil-registering player, nobody dies in the night.

    Werwolf Alpha helps the evil team involuntarily when the evil team didn't get to know each other in the first night.

    As Werwolf Alpha, be cautious with choosing some good characters at night, as the demon will also get to know when they are in play. Think twice before querying minion characters whose players are hidden initially from the demon due to their ability.

    If Werwolf Alpha chose an Imp, the Imp can kill themself to jump to another player. The Werwolf Alpha wouldn't even notice it!

    For the demon, some evil players are totally fine with being outed as evil, such as the Psychopath or the Goblin. If you know about the characters of your minions you can make better decisions. Extra caution is required when the seating position of minions also allows for inference of your seating position, particularly the Lord of Typhon.

    Attribution

    Outsider

  53. Romantic

    At the end of game, if you live you lose. A Lycanthrope cannot kill you. You have Victim + Maverick ability. [≥ 2 Outsiders]


    The Romantic is a fantasist, a dreamer or possibly a depressed person who seeks irrationality and longs for transcending reality.

    See Victim. If you are guessed by 1 specific minion at night (only one guess allowed), your team loses. As compensation, 1 Townsfolk knows who you are and there are at least 2 outsiders that gives you some cover.

    See Maverick. You are a Klutz but who turns into a Wicked and informs (at least) the other team about it when you choose wrong at night.

    As the Romantic, it's totally valid to nominate and execute yourself, however, be sure that there is a player who you can trust before you do this. Your voting power will suffer from this move.

    If a Lycanthrope/Werwolf Alpha ability chooses the Romantic, the demon doesn't choose to kill someone that night. It counts like a kill that isn't successful due to protection.

    As Romantic, a strategy could be to push a double claim (or tripple or more). Ideally a weak claim which doesn't risk the life of a valuable player of your team. Not only do you get to know a most likely good character, you also get to know what characters are claimed or which are in play. You can entrust them to be the Romantic and push the team to kill you. The minions might not even figure out who of the double claiming people could be a Romantic.

    If a good Werwolf Alpha discovers the Romantic (when no-one is killed at night after using the Lycanthrope ability), they should collaborate to kill the Romantic by execution.

    As the knowing townsfolk, you should get quickly into contact with the Romantic so that the Romantic has a trustworthy player to choose when they die. Better, you both are considered evil than being detected by evil players.

    As the minions, take note when a double claim or nomination sounds suspicious. For example, when a good player suddenly accuses another good player of being the demon with weak reasons, it could be the Romantic who is accused.

    As the demon (or minion), when someone claims your bluff, be vigilant. If it is the Romantic, you could risk to keep on your claim and insist on being the genuine character. If it is the Romantic, they might trust you and will want to collaborate. This way, you do not need a lucky Damsel guess. Just entrust few good people with the Romantic claim and convince the people to execute the person. Do not fail the trust of the Romantic and behave like good. If they die and choose you as Maverick, they turn into the Heretic and you win next night by killing yourself.

    Jinx with Grimoire-seeing evil characters: The Damsel ability of the Romantic is poisoned.

    Attribution

    Outsider

  54. Pinocchio

    At nominations, if you are mad about false game info, the demon acts twice tonight. If executed, choose 1 alive neighbor to get Pinocchio, another 1 *might* & you get a Vagrant.


    Pinocchio triggers the demon when they spread misinformation about the game while they accuse others or defend someone. Pinocchio and a "friend" might transform into a Vagrant (similar to the original story of Pinocchio).

    See game info.

    The madness is like the one of the Crusader.

    If the demon is an alive neighbour of the Pinocchio, they should never turn into a Vagrant, otherwise it would end the game. However, if the only demon player turns into Pinocchio the game must end because the demon ability is lost.

    The Vagrant don't need to have any ability. You only need to decide as what character type they register as. You could preserve the character type when possible. For minions or demons, any choice goes.

    Travellers do not count as alive neighbours, including new Vagrants that are initialized with Traveller type of character.

    As good Pinocchio, it can be useful to keep your character secret such that the demon doesn't spare the Vagrants when you were executed. If you choose a bad neighbour (or both of your neighbours are evil), an evil player becomes the Pinocchio who will help the demon to act twice per night. However, if the Demon is an alive neighbour of yours, you could provoke your own execution, to pass on the Pinocchio character to that neighbour.

    As good Pinocchio, you want to avoid passing the Pinocchio to an evil player who is not the Demon. The Pinocchio ability can be abused to double the Demon kills. This could decrease the winning chances considerably. Choosing a known evil player to get Pinocchio is a rather high risk.

    As evil Pinocchio, you don't really need to fear using your Pinocchio ability. Just nominate or get nominated and use a false game-related info for your accusation or defense, or simply your bluff. Rather than obvious misinformation, use subtle or partial misinformation that could makes the correct part of information look suspicious. If you get executed, pass your character on to another evil alive neighbour if applicable but never to the demon!! You might as well out as Pinocchio, it might delay the execution until you have an evil alive neighbour.

    As demon, if you notice an alive neighbour to be the Pinocchio, kill them. Otherwise, you risk losing. If you act twice today, be careful. The Pinocchio is most likely in play. There only very few other reasons for why you could act twice, e.g. a Shopkeeper item, a Platitudinarian effect or another ability's penality that lets the demon choose who dies rather than the story teller. Another alert signal is, if there are suddenly Travellers/Vagrants that nobody expected.

    Attribution

    Outsider

  55. Daimyou

    If a good non-traveller accounts for your death, 1 player dies each dusk until the accountable is dead. ≥ 1 alive Samurai learn your death. You might register as evil.


    The Daimyou is a Japanese lord, and the Japanese feel honor for their royals. Killing them will lead to vengeance against the town until the accountable player is killed.

    See accountability for death.

    Good travellers do not trigger the Daimyou's massacre.

    As a special rule: When the Daimyou is executed by self-nomination (they account for their own nomination), any of the voting, alive good players (except the Daimyou and travellers) are held accountable for the deadly execution. The story teller decides who of them (at least 1). If no alive good player – who is not the Daimyou – voted for the self-nomination of the Daimyou then no massacre triggers after a deadly execution. (This is reminiscent of the Legion voting rule.)

    Each night, a player is chosen by the story teller to die at dusk (before the demon chooses). Any effects of dying (at night) are still triggered. As story teller, you can weigh the penality by killing the accountable player after X dusks and you should not kill protected players but you could if all alive players are protected. If the good team is heavily losing, such as more than at least as many alive evil than good players, you could also choose evil players to die instead of good players. Players can stop the massacre penality by killing the accountable person directly, by registering the Daimyou as alive or by removing the Daimyou ability (drunkness, poisoning, change/overriding of the Daimyou character).

    If and only if the Daimyou starts to register as dead, at least one alive Samurai is notified about that until dawn. If at least 1 unaccountable Samurai is alive, then an unaccountable Samurai must be notified. It's optional for other Samurai. This might happen before or after the notified Samurai chooses 1 player, before anyone kills the notified Samurai at night, even when the Samurai dies from the Daimyou's massacre.

    A drunk/poisoned Daimyou cannot cause a massacre when they die, not retrospectively either (after they get healthy+sober). A started massacre is suspended while the dead Daimyou is drunk/poisoned.

    A dysinformed Daimyou, sends death notifications to Samurai at the end of the first dawn-to-dawn time frame during which no Daimyou has died.

    A dyseffective Daimyou protects one player at the night and possible at the day during a massacre (and no one is killed additionally).

    When the Daimyou is killed by an evil player or the story teller, such as a Fabled or Loric, no good player accounts for the death. Hence, no massacre occurs. However, "good player" includes good minions and good demons but not good travellers.

    When a Daimyou resurrects, their ongoing massacre ends.

    As the storyteller, you can use the Daimyou to legitimately kill players in the next night who have used a killng ability such as the Gossip or the Doomsayer. You could also use the Daimyou to kill outsiders in order to help a losing good or evil team.

    As the Daimyou, a risky maneuvre is to nominate yourself and hope that sufficiently dead players and alive evil players vote for you such that you are executed but no massacre starts. All other alive players then must be evil. You could collaborate with good alive players who sit counterclockwise to you. They could fake the intent of voting but withdraw from voting shortly before.

    Attribution

    Outsider

  56. Witcher

    You start knowing 1 *special Jinx*. While you are dead: the special jinx is active when it would not & if it is already active, it is negated instead.


    The Witcher keeps a dreadful secret. The death of the Witcher adds or inverts a special Jinx which could lead to a notable disadvantage of the Witcher's team.

    See active jinxes.

    If the Witcher is dead, their Special Jinx activates if it is not active already (the Witcher becomes the origin of the Jinx). But when the Special Jinx is already active (having another origin), the death of the Witcher negates the special Jinx.

    This event or activating or negating a jinx should only be detrimental to the good team. Otherwise, the Witcher makes few sense.

    If the Witcher dies at day or at night, the Witcher becomes the only source of their special Jinx, independent of whether the original source character is in play or not. Players are not informed about the effect. It's up to the Witcher to tell anybody about their effect. This way, evil players cannot exploit dangerous changes of Jinxes easily.

    The special Jinx can be completely new or unique, invented by the story teller.

    When the Witcher is drunk or poisoned, their special Jinx is not toggled. A negated jinx becomes un-negated and an un-negated jinx would stay inactive.

    If the special Jinx disables, then the effect of the Witcher on it also changes. If the special jinx would get inactive because its originating ability is gone, the dead Witcher's negation on it is removed and the special jinx becomes active due to the dead Witcher as origin. If the special jinx would get active because of other characters or abilities that the Jinx then the special Jinx's effects are negated due to the dead Witcher.

    Examples

    The Witcher learns that their Special Jinx is the jinx of the Damsel (Romantic) that makes the Romantic poisoned if a grimoire-seeing evil character is in play. The Witcher dies at night 3 but the Romantic stays alive. While the Witcher is dead, if the Spy now publicly guesses the Romantic as the Damsel, evil wins. The negation of the Jinx is interpreted such that the Damsel is not poisoned but possibly dysinformed, such that the Minions don't see the Damsel but a different character token.

    The Witcher learns that their Special Jinx is the jinx of the Redeemer saying that good wins if the Redeemer is executed in a Riot demon game. The negation might mean that good loses if the Redeemer is executed in a Riot demon game.

    The Witcher learns that their Special Jinx is the jinx of the Titan towards the Gilorax saying that no players with demon abilities die when the Gilorax is chosen due to a Titan. If the Witcher dies, all players with demon ability might die when any of the players choose a Gilorax.

    The starting info about in-play Jinxes is useful to conclude what characters or abilities are actually in play.

    Attribution

    Outsider

  57. Conspirator

    Once per game, if you are mad about true game info, at night, the demon learns your outsider ability & decides your suicide. You are a Magician.


    The Conspirator is a Magician who spreads misinformation about the game state to everyone.

    See game info.

    The Conspirator both confuses the good and the evil team. The Magician ability allows the Conspirator to appear as Minion to a Demon and appear as Demon to Minions. If the story teller catches the Conspirator at failing their madness one time, then the story teller triggers the penality at night.

    The Conspirator is the opposite of the Crusader, so all conditions and the mode regarding the outsider ability and the penality behave in the same way. The only difference is the negated madness and that the Conspirator extends the Magician. The Conspirator must not tell true game information.

    Examples

    The Conspirator bluffs the Crusader and says, the story teller gave them the hint that the story teller interprets "might" as "usually except for exceptions". This is false info about the game but the Demon might kill the Conspirator at night, suspecting them to be the Conspirator. No 2nd player can be killed by the demon so that everybody understands, the Conspirator was killed by the demon deliberately and cannot be a Crusader.

    As the Conspirator, you must bluff or distort any game-related information that you give to others. Otherwise, the story teller will penalize you.

    See Crusader.

    Attribution

    Outsider

  58. Limpet

    On your 1st night, choose 3 players. They learn it. If none of them is present, you must stay paralyzed. Something dire *might* happen if you cheat.


    The Limpet must not reveal private game info when no-one of their gang is present.

    See paralyzed condition.

    Each of the 3 chosen players learn about being chosen by the Limpet at the same night but don't know the other two players who have been chosen.

    If the Limpet is drunk or poisoned, it has no consequence when they violate their duty.

    If you think, the Limpet probably didn't violate their duty or didn't violate it enough or didn't purposefully violate it (probably not understanding it), you should spare them from the penality.

    Jinx with Theist: you can lose the game if you cheat and the theist is alive at the end.

    Examples

    Possible consequences of cheating:

    • the death of a Hatter character triggers
    • You turn into a Wicked or Romantic or get all Outsider abilities on the Script
    • the demon acts additional times
    • 2 people of your team die
    • 2 people of your team get unconscious

    The Limpet is an outsider, not just because of the penality but because the Limpet's social behaviour may appear like the one of an evil player. The Limpet therefore is a good bluff for evil players.

    Not knowing the consequence may make a possible violation more unsettling to try.

    Attribution

    Outsider

  59. Traitor

    Each night, your alignment changes. Once per game, you may choose to not change alignment at night. You are an Ogre.


    The Traitor switches the team each night and may bet on one team at 1 night.

    The Traitor's true alignment switches, i.e. the alignment that counts for the winning condition and they know it unless they are schizophrenic.

    As the Traitor, if you see a chance to end the game on the next day, choose your alignment tonight by choosing "yes" or "no".

    Attribution

    Outsider

  60. Siamese Twin

    1 player is your Twin who knows you & you *might* choose on your 1st night. From now on you both share your Twin's state, properties & registration but act independently.


    Siamese Twins share everything except for actions, player accountability and final effects of active abilities.

    Both Siamese Twins are like one player who acts twice. If one of the Siamese Twins obtain a state or property change, the other one also obtains it. If one of the player dies, the other one dies too. If one player wins or loses, the other one does as well.

    The Siamese has effectively two characters, the Siamese character and the character of their Twin. Only the character of their Twin may change when the Siamese's character would change.

    The player state of the Siamese behaves on them like it does for their Twin. Not even the death or resurrection separate you.

    Both players have the same state, abilities, characters, alignment and registration but not necessarily the same reminders in the grimoire.

    If one of the Siamese Twins sees any property change about themselves, the other one sees it too. But, any info or signals belonging to an active ability is only seen by the one of the Siamese Twins who has been targeted by the ability. Being chosen by a Siamese counts as property change.

    The Siamese acts immediately after their twin. Thus, the Twin's ability effectively acts twice but decided by two different players.

    Exception: items and upgrades from the Shopkeeper affect only the Siamese Twin who purchased the item. If one of both purchases the Flash, then only that player may act twice per night.

    Examples

    At night 1, The Siamese chooses the good Samurai. Both count as two independent Samurai players who share the player state. At night, due to the Samurai ability, both choose 1 player in the night of which only ≤ 1 dies. At night 3, One of them chooses the Daimyou, the other one a Townsfolk. The Daimyou dies but only the other Samurai Twin (who did not choose the Daimyou) sees that the Daimyou dies. At night 5, the accountable Samurai Twin dies and the other one dies with them.

    Attribution

    Outsider

  61. Nihilist

    You are anti, have ≥ 1 ability & are of the character types of abilities you have. You have any character type. [? Nihilists]


    “Everything is nothing and nothing is everything.”

    The Nihilist breaks any rules except for the correctness of final info values and player state changes emitted from their abilities.

    See anti state. The anti state negates every clause (and possibly more) that applies to the player's abilities. The anti state applies to all abilities that the Nihilist has.

    At night 1, the Nihilist learns what characters' abilities they have.

    The Nihilist's character type is every type of all the abilities they have. The Nihilist might arbitrarily register as any of the characters whose abilities they have.

    The Nihilist's ability might coincide with another player's character.

    Any conditions, triggers or effects of your abilities are negated by the interpretation of the story teller such that the result effects differ from the non-anti state.

    Except, the terminal effects of player state and info/signals – emitted from the Nihilist's abilities – do not differ and cannot be negated, only their condition and constraint for being emitted.

    Examples

    A Schizo Nihilist (anti Schizo) would be a player who "has not 1 Townsfolk ability" (0 or ≥ 2 Townsfolk abilities, because a deranged state allows for "doesn't have a Townsfolk ability", the anti state may not do so) and "never gets false signals about themself", i.e. a player who cannot be schizophrenic.

    A Daimyou Nihilist (anti Daimyou) would trigger a massacre if an evil player or traveller is accountable for their death. The massacre is triggered as soon as (contrary to until) the accountable player is dead and might trigger "not each dusk" (maybe at dawn, maybe at dusk, maybe not). The rules about player state effects ("1 player dies", "You might register as evil") and info effects ("≥ 1 alive Samurai learn your death") may not change.

    A Villiage Idiot Nihilist (anti Village Idiot) may choose players and learns the alignment of who they didn't choose but ideally only the union of alignments.

    The Nihilist is always good for a surprise. It can be fun for both the player and the story teller to think about the worst case negated interpretation of abilities.

    As the Nihilist, you should choose the action with the best worst case interpretation.

    Outsider

  62. Impersonator

    You start knowing one character that nobody knows to be not in play. If you can convince someone to be it until the end, you win. The Story Teller *might* help you. You might be an evil Minion.


    The Impersonator wins with a good performance of a not-in-play character.

    The story teller decides whether the Impersonator performs a good Townsfolk or an evil Minion. The Impersonator should register as the alignment and character type of the character that they should perform (but wins with the good team).

    The story teller might allow game state related messages or signals – as specified by the Impersonator – to be sent to other players at night or day or might make declarations to the public as specified by the Impersonator. However, these messages and signals have no effect at all on the game state or any abilities. They are deceptive only.

    If the Impersonator is in play, the Story Teller should be ready to answer to any player what actual character or alignment they have (if they don't do this already). Especially, when they have received false signals from the Impersonator.

    As the story teller, you may allow sending game state related signals to others which are unrelated to the Impersonator's actual target character. However, as the story teller you should draw a read line for sending meaningful false signals such as character or alignment notifications. Only allow it when you see very limited damage. Also draw a red line for anything in the grimoire.

    There must be limitations of what and how many messages, signals and declarations the Impersonator may send. This is up to the story teller to decide, on case by case basis.

    The story teller may better refuse to send any game state unrelated messages or signals to players, such as aggressive messages or insults but also story telling aspects and fiction.

    Originally called "Performer" (Darsteller).

    It will be more difficult to succeed performing a Minion character.

    Attribution

    Outsider

  63. Clan Boss

    Players who account for your death die with you. You *might* be an Outsider. If you are, the demon learns the Outsider players.


    The Clan Boss is revenged when killed.

    See accountability.

    The Clan Boss counts/registers as regular Minion or regular Outsider with regular character type alignment.

    If the Clan Boss starts as good Outsider, then the Demon sees all players who start as outsider in the game.

    If the only demon player kills the Clan Boss and accounts for it, the demon dies too and good wins.

    Jinx with Plague Doctor: When the Story Teller turns into the Clan Boss, executions of the Story Teller change into executions of the nominator. The Atheist character's abilitiy turns into the Wicked character's ability.

    As Clan Boss, you may out yourself. If you are an evil minion, you may claim to be a good outsider.

    Some characters can make other players register as accountable. While another player accounts for your actions, you can kill or execute the Clan Boss and they die instead of you.

    As the demon, if you cannot divert your accountability to someone else, you should only make informed kills. Killing townsfolk players is safe, even though, sometimes, killing Outsiders early can be more beneficial.

    Attribution

    Minion

  64. Cyborg

    Once per cycle, whenever you *publicly* claim a character, it gets your (foreground) character.


    The Cyborg transforms to arbitrary abilities.

    If the Cyborg hasn't claimed an ability, they register as the Cyborg, just ordinarily.

    The Cyborg ability itself cannot change any player state or game state except for their own 2nd ability and character registration. However, the 2nd ability might be able to do that. Setup conditions of obtained abilities get ignored. The Cyborg doesn't change their alignment and not their actual character, only the character that they register as.

    The Cyborg only can get one foreign character ability at a time but any number of characters at day (or night). It may be a good or evil character but no Traveller.

    The Cyborg can only use the effects of one ability until dawn. If they obtained an ability and it had an impact on the game state (even if it just was the initialization), then all other claims only change the registration but have no effect anymore on their 2nd ability.

    Abilities claimed by the Cyborg do not work retrospectively. Abilities initialize when you claim a new ability that is unequal to your last ability. When they initialize, they do not affect the past. E.g. if the Cyborg would claim the Virgin after their nomination started (and didn't have it already), it will not affect the ongoing nomination, only their next one.

    The story teller must see and hear the claim of Cyborg. The Cyborg has no right of monopolizing the Story Teller. A private talk with the Story Teller also doesn't suffice. It must be public for everyone to hear.

    As the Cyborg, you don't need to explicitly invoke your Cyborg character for the claim (and you should not!). You get the ability when you claim it just normally, or even indirectly.

    Optional Rules

    Optional: You might claim and also get not-in-script abilities.

    As Cyborg, be careful what you claim. You could dare to make a double claim and massively confuse the good players but you also might want to avoid making one. If you have or use abilities when you shouldn't be able too, you are definitely outed as Cyborg! If you claim too many abilities, you will get really suspicious too.

    Maybe, when the Cyborg won the trust of the good team, they can help other evil players to appear as good characters.

    Attribution

    Minion

  65. Neurohacker

    Each night, choose 1 to become dysinformed, then 1 to become dyseffective. Until dusk. Learn how many of both were impacted.


    The Neurohacker impairs how the ability of their victims work.

    See dysinformed and dyseffective.

    The story teller is not deranged and therefore, the story teller tells the story correctly. "Player info" only refers to final info signals that are explicitly produced by the impaired ability, not due to other game rules.

    At end of the night, the Neurohacker gets to know the number of players who are actually affected by dysinformation/dyseffectiveness. Dysinformedness is effectless if the impaired player got no info (this night). Dyseffectiveness is effectless if the impaired player caused no state change (this night). If the same player is chosen for both impairments, the number is 0 only if both are effectless.

    Attribution

    Minion

  66. Poltergeist

    Each night*, choose 1 different good character. While you register as it until dusk: you get its info & its actual players are Alchemist-constrained minions.


    The Poltergeist practices Cargo Cult. They confuse people who detect characters. As a drawback, the chosen character is cursed to turn their actual owners into (restricted) minions while you have their character, and they know it.

    The Poltergeist may not change alignment properties.

    Starting with night 2, you can choose a good character from the script. It must be different from the character that you chose last time. You register as that but for everyone else, the Poltergeist's chosen character is cursed to be an alchemist character.

    The idea is that the Poltergeist cannot be confirmed in having the good character/ability that they chose to have. The Poltergeist's chosen ability is like drunk but gets non-drunk info.

    The Poltergeist cannot change their alignment.

    The Poltergeist doesn't know if any player is cursed to be an Alchemist.

    The cursed Players can have different Alchemist abilities at the same time.

    The alchemist ability is given to all players only while their character is used by the Poltergeist for registration. When the Poltergeist loses their ability or it gets inactive, the cursed players turn back to normal.

    If cursed players turn back to normal, their character refreshes akin to being resurrected.

    Optional Rules

    Optional: The story teller might declare the death of the Poltergeist publicly.

    Examples

    A Poltergeist chooses the Wicked. Until next night, every Wicked, even those that would appear, only have an alchemist ability instead. However, the Poltergeist's Wicked character has no effect.

    How to Run

    Each night except for the first, let the Poltergeist choose one character. Subsequently, while the Poltergeist is not defective, each player when they are going to use their character ability at night gets to see that they must use a specific minion ability for this night+day instead. This minion ability, the alchemist, may be distinct for every player who is affected.

    As soon as the Poltergeist gets defective, even in the middle of the day, the players with the Poltergeist's chosen character have their character's normal ability again. If the Poltergeist has not died, it is not declared. E.g. a Golem would immediately work like a normal Golem again when the Poltergeist is killed at day before nominations.

    It has advantages and disadvantages to reveal that the Poltergeist affects you. If your character is useless, no-one cares but there is no disadvantage regarding a disclosure. If the character is strong, a disclosure may motivate the Poltergeist to continue occupying it. Entrust it with few players and make use of your minion ability. It's bad to keep it entirely secret for the case that someone sees the minion character that you are registering as at the moment.

    If a player fluctuates in alignment while the Poltergeist is in play, it's likely a good player. The Poltergeist cannot falsify the minimum bound of detected evil players.

    Attribution

    Minion

  67. Angel of Death

    Each night, if you choose ≤ ¼ of other alive players (no demon): they cannot die tonight & others attacking them are counterattacked, but if not, you kill yourself.


    The Angel of Death counterattacks those who attack their fosterlings (their chosen players) or kills themself.

    Players are counterattacked who would account for killing the Angel of Death's fosterlings, see accountability.

    The Angel of Death doesn't have to choose players. If they don't, nobody will be protected and the Angel of Death cannot die from their ability.

    As Angel of Death, each night, you decide whether you want to select at most ¼ of alive players (not including yourself). You cannot choose dead players. You don't wake up when, at this point, there are only 3 people left (e.g. when 4 players were alive before the night and 1 has died already this night). 4 – 7 alive players allow you to choose 1 of them. 8 – 11 alive players allow you to choose 2 of them. 12 – 15 alive players allow you to choose 3 of them.

    If the Angel of Death chooses a demon player (or themself). This player may still die and will not be protected. The Angel of Death kills themself by only choosing the demon or themself because this player doesn't count as fosterling and no one can attack a group of zero players.

    If a person – protected by the Angel of Death – would normally be executed deadly, the non-executed nominating player accounts for the death and would die instead of the executed player.

    If the accountable killer of a fosterling is also a fosterling, then the Angel of Death counterattacks themself instead. It also applies, if a protected player would kill themself, such as a Gambler, a Samurai or via self-nomination.

    When the story teller accounts for attacking a fosterling, the fosterling doesn't die and the Angel of Death dies.

    It also means, if the demon kills a protected player (when the protection is in effect), the demon dies instead and the game ends regularly.

    The Angel of Death's protection holds only until the next dusk.

    The Counterattack of the Angel of Death counts as a normal kill. Attackers who are also protected, such as by the Tea Lady, do not die from being counterattacked by the Angel of Death. Any players protected by the Angel of Death and the Angel of Death themself also don't die even when the attacker didn't die either.

    As an exception, if an Assassin kills a fosterling of the Angel of Death, the fosterling dies together with the Assassin (or Angel of Death, if the Assassin is a fosterling).

    The Angel of Death would correspond to a White Mage in the fantasy setting.

    As Angel of Death, you usually only want to protect evil players. If you don't, better tell the demon about it. You may decide to protect suspicious, powerful good players. They might be less likely to be killed by the demon. Being protected by the Angel of Death will make them highly suspicious. Protecting good players would make sense when other more valuable good players want to execute them.

    Players who play outsiders and want to die should take the lead and nominate evil players when the Angel of Death is in play.

    As the demon, you can avoid higher risk by killing yourself (if you have an Imp-like ability) or the Angle of Death if you are not certain enough what players the Angel currently defends.

    The self-kill possibility allows the Angel of Death to bluff a Samurai ability.

    Attribution

    Minion

  68. Voodoo Master

    Each night, choose 1 as puppet (not yourself), then choose 1 as projection. You cause every state change of the puppet on the projection, until dusk.


    The Voodoo Master defines a player who copies for any state effects to another defined player and also accounts for the copied effects.

    The Voodoo Master can choose themself as Projection (not as Puppet!).

    The projection player does not copy their state changes to the puppet player. It's 1-way.

    While the Puppet is the same player as the Projection, they account for all state effects they receive.

    The copied state effects are from other abilities, not part of the Voodoo Master ability. If the Voodoo Master loses their ability (e.g. at death), the copying breaks immediately. If the projection player was drunk only due to the puppet, they get sober again. Same for any other states which are only due to the Puppet.

    If the Voodoo Master is dyseffective, the copied effects of the Puppet are negated. The dysinformed state has no effect.

    If the Voodoo Master is anti, the puppet and the projection player might swap – "copy from" as negation of "copy to" or even "copy to anyone except" instead of "copy to" – and it is not 1 puppet and not 1 projection and the puppet does not account for the copied effects.

    Examples

    The Voodoo Master chooses the Outsider Clan Boss as the Puppet and the Projection. At the next day, the Clan Boss nominates and executes a player protected by the Angel of Death. The protected player doesn't die from execution but the Angel of Death counterattacks the Clan Boss. The Clan Boss accounts for their own death. The Angel of Death lives.

    If the Voodoo Master would choose themself as the Puppet, their ability breaks before it takes effect. If they would get drunk or if they die, they could not copy the change to the projection because their ability already does not work anymore.

    Attribution

    Minion

  69. Mephisto

    Once per game, choose to revive the story teller as evil, poisoned or mad. It allows them to vote.


    The Mephisto is trying to revive the Story Teller to help the evil but it could backfire.

    The Mephisto may invoke their ability at any point of time at day, publicly or privately, or not at all. Basically, when manipulating the story teller, Mephisto has 3 choices: evil alignment, poisoning or madness.

    When the Mephisto makes a choice, it is recommended to remove or add Fabled as you see fit. You might remove the Collaborator, especially when the Story Teller turns evil, or add the Illusionist.

    When the sober+healthy Mephisto made a choice, declare one of three revivals of the story teller: the evil revival, the poisoned revival or the mad revival of the story teller.

    The revival allows the story teller to vote in nominations without vote tokens (but not to nominate). They try to vote in a way that helps the team of the story tellers alignment. The story teller vote is counted as the last vote and the story teller might or might not raise their arm before they vote.

    Evil Revival

    The story teller gets the evil alignment, i.e. when the story teller chooses, they automatically target good players for bad effects and evil players for good effects such that story telling becomes maximally predictable and allows for clean meta reasoning.

    The evil alignment doesn't allow the story teller to give illegal hints, tips or help to the evil team. They don't disclose what they normally may not disclose.

    Nomination and execution of the story teller is not affected by the alignment of the story teller.

    Poisoned Revival

    When the story teller is poisoned, they may not change the grimoire state anymore but have to make everything in their mind, i.e. memorize every change. At the same time, the Story teller obtains good alignment. This means, the story teller is somewhat biased to help the good team but still must follow the rules as much as they can.

    The poisoned story teller always may use the night sheet with the night order, even if they cannot use the Grimoire. The Townsquare is not affected either and continues to be updated accordingly to how the story teller thinks it is correct.

    A poisoned story teller may break the game arbitrarily. It is completely fine to make mistakes that you cannot correct anymore but it must not happen by purpose. The story teller doesn't have to declare the Deus Ex Fiasco or any mistake they do.

    The poisoned story teller is allowed to ask players privately about their state or ability when they forgot it. The problem is, players can lie or use it to their advantage. Don't just play along if you think they betray you.

    Mad Revival

    When the story teller is made mad, the Mephisto concretizes what they must be mad about. The madness condition is not declared/revealed when the Mephisto specifies it privately to the Story Teller. The madness changes the global registration of something, the apparent game state truth, including declarations that are made by the story teller. At the same time, the story teller obtains good alignment (see poisoned story teller).

    Particularly for the case of madness, the mad revival of the story teller is essential for the good team to be declared.

    Mephisto may choose any madness condition that is retricted to refer to at most 1 role, 1 character type and particular person (story teller included). "The demon", even if multiple people, is also one role. This madness condition affects every private/public communication of the story teller with players, all abilities.

    The madness condition must be game state related. Anything beyond that is invalid. Particularly invalid is madness about the game's functionality or rules. No ability or rule should be able to make a story teller lie. It would be literally unfair. Especially choosing aggressive or insulting things as madness condition are prohibited.

    The madness condition may not affect declarations of winning/losing or game continuation.

    Optional Rules

    Optional: a poisoned story teller might not be allowed to see the grimoire anymore (after they memorized it).

    Jinxes

    Jinx character/demon detecting abilities (Sage, Puzzlemaster, Fabled): If the story teller revives as mad, the madness bypasses abilities and even Fabled characters. Jinx Spy/Widow: If the story teller is poisoned, all grimoire-seeing abilities only see the last state of it when the Story teller was poisoned. Jinx Theist: if the story teller violates the rules of the Mephisto ability, Mephisto wins even if they would lose. Jinx Atheist: The story teller may declare and simulate a Mephisto effect that is fake.

    Examples

    Mephisto chooses a mad revival of the Story Teller and specifies that the story teller is mad about a certain player being the demon (whenever the story teller would disclose the demon in private or public). When the King is killed while a Choir Boy is alive, the story teller might point to the specified player or to the original demon AND the specified player.

    Mephisto chooses a mad revival of the Story Teller and specifies that the Demon is Lil' Monsta. Then the story teller tries to simulate a demon change to the Demon player(s) and simulates playing the demon in such a way that the original demon still can be used. Possibly, the demon's choice might kill the chosen player. (Minions and Demon might wake up to choose LIl' Monsta without effect.) On the other hand, any abilty that detects the Demon would see the Lil' Monsta character or sees a Minion when they inspect the actual demon, as if Lil' Monsta were in place.

    Mephisto chooses a mad revival of the Story Teller and specifies that a player is silenced or just muted, possibly starting at next dawn. The story teller might declare it but gives no penalty at all when it is violated. The declaration is simply void, just madness. Players can conclude that the silencing might be fake because they know that the Story Teller has been made mad recently. In an theist game however, this is quite risky to assume.

    The name Mephisto is inspired by Goethe's Faust. It's a character that wants the evil but achieves good. Also in Goethe's Faust, Mephisto causes people to be evil, drunk and "mad".

    As the good team, if the story teller got an evil alignment, you should avoid abilities or effects that let the Story Teller choose. Impaired players get only detrimental info, hence likely only false information. This is almost comparable to an excellent spy player who also makes story teller choices.

    When the story teller turns evil, they might also remove Fabled which have balanced the game for the good team.

    For the story teller, it is recommended to remove the Fabled Doomsayer and add the Fabled Illusionist when you are poisoned. It helps you not forgetting people who want to wake up at night.

    For an Atheist game, adding or bluffing a Mephisto effect is great for the story teller to legitimate story teller mistakes or false info.

    Attribution

    Minion

  70. Mad Virologist

    Each night*, choose 1 alive player to get sick & register as dead until next dusk.


    The Mad Virologist makes people sick by researching virus effects in unethical human experiments.

    See sick state and misregistering as dead. It looks like the player has to vote with vote token but they have unlimited votes actually. (The vote token replenishes when the player has not used a vote token and registers as alive again.)

    The sickness state is comparable to suspending action for one night + one day, except that the affected player can still vote.

    Any effects of the ability still hold when they do not require that the player acts. Any effects which depend on some action do not happen.

    At dawn, the death of the player is declared and at a later dawn, if they are still alive, they are declared to be not dead anymore.

    The player could die before the end of the death is declared at dawn. Then, nothing is declared and the player has the dead state. Then, they don't learn that the player has actually died.

    Examples

    If the Mad Virologist chooses a Tea Lady, the Tea Lady is alive and would still protect their neighbours when they are good, despite registering as dead. Same for a Pacifist or Pope.

    If the Mad Virologist chooses an Angel of Death who already chose players to protect, then the protection holds. However, if none of the protected players have died, the death of the Angel of Death is not declared but happens silently.

    The Mad Virologist would correspond to a Black Mage in the fantasy setting.

    Attribution

    Minion

  71. Brute

    Each night*, choose 2 alive (not yourself): they cannot act or wake this cycle. Effects on 1 of both (different from last & no demon) turn into the sole effects on the other.


    The Brute incapacitates two players. The captive one cannot die by definition of the captive state. The unconscious dies only, if the captive one is attacked.

    See captive state and unconscious state. Effectively, these two players are like time-traveling to the next night within the game context. This buys additional time for the evil team.

    Both, the captive and the unconscious, cannot wake up at night to receive signals from other abilities. They cannot act at night or day. (If they try, the action covertly fails and counts as if it didn't happen.). The captive cannot even change in state or properties (or delays them until they become free again).

    If the Brute chooses the same players again, the story teller's choice must change. The same player cannot be made unconscious two times in sequence. If the Brute could make a choice where this happens, deny the choice (e.g. choosing the same demon player and another player two times successively).

    An execution does not kill when the unconscious one is executed. If the captive one is executed, the unconscious one would die instead.

    The Brute can only choose alive players but cannot choose which player is captive and which is unconscious. The story teller should choose the weaker player to be the vulnerable player.

    The Brute can choose themself which just works normally.

    Whenever the captive player would die without captive state, the unconscious player dies. Whenever any of the two players is attacked, they will not die.

    Examples

    At night, the evil Brute chooses the evil Cyborg and the good Survivor. The good Survivor does not notice that they have no ability. The evil Cyborg is nominated and executed but the Survivor dies instead.

    At night, the Brute chooses the evil Clan Boss and the Hairdresser. At the next day, the Hairdresser remarks that she didn't wake up. Guessing, that she might be unconscious due to a Brute. She decides to nominate and execute herself. The Clan Boss dies instead and the Hairdresser lives.

    The Brute would correspond to a Red Mage in the fantasy setting.

    The Brute works very similar to the Devil's Advocate, just that the chosen players are stopped from acting and that the attack of one person would jump to the other. This has some kind of self-balancing effect. The players are paying for their protection with their action.

    The required change of the unconscious player for the Brute ability allows the good team to succeed killing someone when they execute the player again that was unconscious by the Brute.

    As Brute, it is more often useful to target players from the opposite team because it steals their action but this also will mean that they likely do not die, or the weaker one of them will.

    As Brute, choose players who you think could waste actions for good players. If the player state is distributed equally, it's 50:50 what player gets which state. Players will waste executions by guessing with 50% chance who to kill.

    As Brute, if you 1 or 2 chose good players, watch whether they noticed their lack of ability. If they do, they must have a night ability, possibly one that wakes up commonly.

    Attribution

    Minion

  72. Sinister Fog

    *Player-specific* knowledge is hidden. Dead players may nominate. As many good as evil dead players may succeed in voting. Fabled don't change.


    The Sinister Fog beclouds the public perception.

    Game events are not affected (this would break the game) but changes and effects on player-specific states or properties may not be declared and not shown publicly, not even indirectly.

    Player state changes are allowed to be declared if they cannot be linked to players. E.g. if only one player was nominated and execution is declared then the story teller could declare that the specific player "maybe dies" or "someone dies" (if the script allows a different player to die). "Someone maybe dies" is valid too.

    Declarations can be alternated.

    In the public, deaths might not be declared and dead players are not distinguished from alive players. (Privately however, players may think or know to be dead.) Mainly associations of specific players to public knowledge are suppressed.

    The Sinister Fog does not affect registration of players. Covertly, players register as they normally would, dead or alive based on their player state and ability. This means, players do not register as alive to themself and know when they cannot use their ability.

    Any conditions or effects which require a declaration do not take effect when not declared. Any fictional "silenced" state would be void when it uses public declaration to work.

    Player-unspecific information is not hidden by the Sinister Fog.

    When the Sinister Fog is in play, the Story Teller may declare how many players died or how many players are alive or dead instead of declaring which player is affected.

    Therefore, dead players are not publicly known to be dead and may nominate like alive players but dead votes can secretly fail to count. The rule is that only as many good dead votes and as many evil dead votes may be counted as there are dead evil players. All other dead votes are like drugged, i.e. their vote doesn't count as a vote. E.g. if there is 1 dead evil player, at most 1 good dead's vote can be counted. All others don't influence the success of the nomination. The story teller does not explain or disclose why.

    Dead players don't use Vote Tokens as their number of votes is already limited by the number of dead evil players.

    The count of actual votes in a ballot is not disclosed. The story teller might count all raised hands nevertheless (simulatively) but then declares that it is not enough (even though the raised hands would be enough).

    While Sinister Fog is active, the Townsquare with Life Tokens is never changed.

    Rules and game events are not hidden. In particular, start & end, failure or success of nominations, start & end of the night, the end & continuation of the game and executions/exiles are declared. Any additional rules that players must follow need to be declared. Rules or conditions may only be effective for players who know them. Therefore, while the Sinister Fog is enabled, players cannot lose with the Theist when they violate unknown rules.

    Fabled cannot be added or removed while the Sinister Fog is active. Note, Lorics are static and cannot be added/removed anyways.

    If the Sinister Fog dies, all public state is revealed immediately, i.e. all players who died, all public conditions and effects. All dead players obtain a Vote Token. The Townsquare is updated accordingly.

    If the Sinister Fog resurrects, the Townsquare and public states are frozen again and hide the updated player state.

    Optional Rules

    Optional: Game ending and winning conditions might be disabled as long as the Sinister Fog's ability is active. In this case, as soon as the Sinister Fog's ability gets inactive, the game may end due to satisfied conditions.

    Jinxes

    Jinx Theist: If the Sinister Fog has their ability, players cannot violate rules that depend on their unknown state.

    Jinx Atheist: The story teller may simulate a Sinister Fog despite Gentleman Atheist rule.

    Jinx Mephisto: The Mephisto effect might be revealed only after the Sinister Fog loses their ability.

    Jinx Wizard: The story teller might declare a wizard wish only after the Sinister Fog loses their ability.

    Examples

    The Sinister Fog is in play with the Golem. The Golem nominates the Demon. The story teller may say that someone "maybe dies" (even if the Golem is a bluff) but must say that the Game continues.

    The Sinister Fog is in play and the Virgin is nominated the first time by a Townsfolk. The Story Teller declares that someone maybe is executed and someone maybe dies but the nominations are over.

    The Sinister Fog is in play. During ballots the vote count is not counted publicly. Each dawn, the story teller does not declare who dies but how many players are dead right now or else how many players have died in total. The Sinister Fog cannot lead to false declarations.

    The Sinister Fog is similar to the Immortal's unregulated nominations. However, with Sinister Fog, invalid nominations fail no matter how many voted.

    As trade-off, the Sinister Fog weakens the state of being dead to be even weaker than the state of sickness because here, dead players can nominate, don't use Vote Tokens and can be detected by other night abilities. Dead players still can act at the day (when they could not without Sinister Fog). Only their vote might or might not count which however you will notice indirectly.

    If you can use your ability at night, you cannot be dead (except for homebrew abilities that allow this). Some players might have noticed that they are dead but don't say so publicly. You could ask them whether they know it.

    The Sinister Fog makes bluffs stronger because player state effects of invoking a bluffed ability now becomes unknown. Only the continuation of the game allows for conclusions.

    You never have to check the existence of the Sinister Fog because their existence is very salient. It's very obvious that the Sinister Fog is active due to the Story Teller's behaviour.

    Minion

  73. Medusa

    Players, being mad about your evilness or this cycle's true insights on you, lose any game actions & abilities from then on.


    The Medusa incapacitates players who reveal Medusa's actual character or alignment or who privately talk about Medusa-interactions that they made during this day+night-cycle.

    See unconscious state. It means that a player loses any game actions they could use (except for communicating with other players) until the end of the game. They covertly register as dead (even if they are not).

    See paralyzed state. Being paralyzed about something means to share it only publicly. It only concerns talking about their insights, info or effects from their own ability. (Private commands – which don't necessarily provide conclusions about their ability interaction – are fine as long as the command is not explained.)

    See mad state (same as official).

    See public communication.

    The Medusa forces players to come out only publicly with any recent alignment/character findings that could concern Medusa or forces them to wait until next day with sharing it privately. The Medusa also penalizes players who confront or accuse them directly.

    The story teller might (or should) declare that Medusa is in play. This makes people cautious with accusing any evil players publicly.

    Only the Medusa themself is not affected by their own ability. This means, if the demon or another minion accuses the real Medusa to be evil or a minion, they get unconscious too.

    Being mad about being evil includes being mad about being any minion or demon character.

    People can become unconscious when they privately communicate their correctly working info, ability or (ability) effects when – today or last night – it detected the actual alignment or character of the actual Medusa player. This goes beyond just ability info but Medusa cannot retrospectively affect players. Players who told others about their character before their character's ability detected the Medusa cannot have violated the paralysis condition.

    The paralyzed condition refreshes whenever the player sees new information/effects that depended on Medusa's actual properties.

    Talking about detected alignment or characters of any other players are not affected.

    The Medusa cannot make players unconscious who publicly communicate their (true) info, ability or effect which depended correctly on the Medusa player's actual properties. Players whose dependent info, ability or effect is manipulated is not considered to have detected the Medusa's actual properties.

    The unconsciousness is a persistent state ("from then on"). Therefore, it only is suspended when the Medusa player is impaired, e.g. getting drunk or poisoned or by curing the affected player with a Physician. A character swap of the Medusa might not be enough to cancel the effect. It could even render the unconsciousness non-suspendable.

    Players do not know that it is the actual alignment of Medusa that they detected in a night with their ability info. Any evil alignment could be the evil alignment of Medusa, but it can only be the alignment of one player. If players learnt about the Medusa's actual alignment or character during the night and talk privately about it, they lose their game actions.

    Jinxes

    Jinx Plague Doctor: If the Storyteller would gain the Medusa ability, a player becomes the Medusa.

    Examples

    An Empath sits next to the Medusa and learns a 1 tonight. At the next day, if the Empath tells people privately that one of their neighbours is evil (or having got a 1) and is caught by the Medusa or story teller, the Empath will become unconscious until the end of the game. This means, they don't die from this but will not wake up anymore at night, fails at nominating and their vote does not count anymore.

    The Tea Lady sits next to the Medusa. The other Tea Lady neighbour is executed and dies. Now until dusk, the Tea Lady should not privately tell others that they are the Tea Lady. They might have revealed themself before the execution already, this is fine. However, the Tea Lady may publicly reveal that they are the Tea Lady and will not get unconscious by this.

    The character of Medusa derives from Greek Mythology who was told to petrify people that looked into her face. The petrification is modelled with the paralyzed state and looking at her face is modelled as detecting her actual properties directly or indirectly with one's ability.

    Another great alternative name would be "Voldemort", the "one who must not be named".

    Evil players should not talk about the Medusa player and should not mention them as being evil. They also risk getting unconscious when they tell others that someone is Medusa or evil.

    Medusa is the perfect evil character for beginners. As Medusa, you are like a traveller, you have no responsibility, don't need to act for your ability and others are penalized for accusing or pressuring you bluntly.

    When you see a Medusa character at night, e.g. as Vampire Hunter, wait 1 day before you privately tell people about it!! Otherwise you can receive a powerful penalty. The story teller knows that you detected actual properties of Medusa.

    If you see an evil alignment at night, be cautious. Maybe you better wait until share your discovery privately.

    Publicly informing players about having detected Medusa as minion/evil due to their ability is a gray area. It could be counted as satisfying Medusa's madness condition. It is certainly valid to make fuzzy and relativised statements such as that some neighbour might be evil or that they could be drunk/poisoned as well. This does not count as madness.

    If you suspect someone to be Medusa, avoid accusing them or spreading this news. You should frame the Medusa player to be someone else who should be executed for another reason, e.g. being a disposable good player or yielding useful info on their death.

    If you have already one player who knows to be unconscious, let them accuse the Medusa for you.

    Attribution

    Minion

  74. Glitcher

    See all first-night info, manipulate ≤ 1 & choose which is publicly declared. Each night*, choose 1 player & 1 character. The player might become Imbecile or Nihilist. You *might* be a Demon.


    The Glitcher glitches the story teller to declare info to all players and glitches the character or perception of players in later nights.

    At their first night, the Glitcher sees the info of all first-night info abilities, e.g. a Knight, a Steward or a Washerwoman. They may manipulate at most one of the infos arbitrarily (such that it conforms to a drunk ability). They choose any of the seen info to be declared publicly (including none or all). All remaining info is given privately to the ability players before the declaration of public info at dawn. If an info is given privately and publicly, it is equal.

    The idea behind public declaration is that players trust and remember info better when it comes from the Story Teller instead of single players themselves. Making use of the group thinking problem.

    The Glitcher does not see first-night info of drunk or poisoned players. These are only decided by the story teller and may change depending on the Glitcher's manipulation or choice.

    At their 2nd or later night (relative night), the Glitcher turns a chosen player into an Imbecile or else a Nihilist with the ability of the chosen valid character. (Fabled, Loric and Traveller characters are invalid.) Players can be chosen even if they cannot (currently) wake up.

    The character transformation only succeeds, if changing the player into the character would yield a valid setup with respect to all other in-play characters or players (setup conditions must be respected). The player must also be able to turn into this character. (A captive player never can.)

    Most characters may not appear twice in a setup, therefore it usually would not succeed when the chosen character is already in play by another player. The Imbecile is created if the ability can be given to an Imbecile character, otherwise a Nihilist. If the transformation succeeds, the player learns about their change to an Imbecile or to a Nihilist with that ability.

    If the Imbecile or Nihilist doesn't exist on the script, use the "imbecile" and "anti" state. The Story Teller then may (or even should) tell them their state.

    If the Glitcher chose the same player and character like last time, the player is not informed. But otherwise they are, even if they get the Imbecile two times in succession but with different character.

    If the Glitcher selects a different player from last time, the previous Imbecile or Nihilist turns into the character of their current ability (chosen by the Glitcher last time) and learns this. If the Glitcher is used as demon, the players die when they lose their Imbecile/Nihilist character this way.

    The chosen player remains Imbecile or Nihilist even when their character is swapped again in between. It only swaps the ability of the Imbecile/Nihilist. In case of the Imbecile, the player doesn't get to know this.

    The character changes are persistent. It even remains when the Glitcher loses their ability.

    Jinxes

    Jinx Sinister Fog: If the Glitcher is in play, their chosen info might be publicly declared on their first night, even if the Sinister Fog is in play.

    The psychological effect exploited by the Glitcher in the first night is inspired by groupthinking. It may lead to a situation that players trust or see public info more than private one, even if the private one is (more) correct.

    The publicly declared info does not come from drunk or poisoned players but one of it might be manipulated arbitrarily. Or if not, one of the not declared info might be manipulated. Not declared info might be drunk or poisoned.

    The Glitcher reveals themself by turning players into Imbeciles or Nihilists.

    Minion

  75. Executioner

    If no-one executes more *than you*, your team must win. You *might* register as good or your extra townsfolk character. You might be the demon. Then 1 player dies each night.


    The Executioner wants to kill the town and makes evil win when they made the most executions among players. They can intercept demon kills.

    The Executioner can count as minion or as demon in the setup. If counted as demon, the story teller chooses 1 player which would die and the Executioner chooses to see their character.

    The Executioner is declared publicly to be in play if and only if the Executioner gets Minion Info or Demon info. If they do get it, other evil players also see the Executioner in their Minion Info or Demon Info.

    The Executioner has an extra not-in-play Townsfolk ability that no-one else knows. The Executioner should register as good and as the character of their good ability to all abilities which get or can infer exact character/alignment info (exceptions are possible but should have a fairness reason). Other abilities which get fuzzy alignment or character info – e.g. the Tea Lady, the Cult Leader, the Hairdresser – or who detect actual properties, e.g. the Gourmet, should see you as evil.

    This protection is vital for the Executioner otherwise the Executioner can be become pretty useless, especially as the only minion or if nominations are enforced by rule. You would be detected too early or you cannot be trusted anytime. Especially when they nominate, they will be under scrutiny. On the other hand, when the Executioner is actually good, they might also register as evil for the same abilities.

    The Executioner therefore may register as red hering for the Fortune Teller, even if they are the demon. Or they might register as demon but is not a red hering, or might not be either.

    If the Executioner is a Demon, they should be less protected by misregistration such that the good players are able to detect the Demon.

    If the Executioner registers as good or Townsfolk, they register the same way to evil players. Therefore, the story teller might not give Minion info to the Execution and other minions or the demon might not see the Executioner. This happens when the story teller decides that the Executioner registers as their Townsfolk ability.

    The Executioner's Team wins (even if the opposite team would have) when there is no player who nominated+executed more than the Executioner. It applies even if the Executioner is dead!

    If the evil Executioner triggers their winning condition, even if there is no Demon with Demon ability anymore, the evil team wins.

    Optional Rules

    Optional: The Executioner's Team might not win by the Executioner's rule unless there are only ≤ 3 players left alive when the game ends.

    Jinxes

    Jinx Alchemist: If the Alchemist has the Executioner ability, an evil Executioner is also in play.

    Jinx Plague Doctor: If the Storyteller would gain the Executioner ability, a player becomes the Executioner.

    Jinx Heretic/Wicked: If the Executioner and Heretic/Wicked is in play, the Executioner is always declared and starts with good alignment without knowing it.

    Jinx Ghoul: If the Ghoul is in play, no demon info shows the Executioner player. (Otherwise they could move accountability for executions onto them.)

    Jinx Prosecutor: The Executioner can bluff a Prosecutor by using their once-per-game interception ability right before an execution, not just before a demon kill (by claiming the Prosecutor).

    Examples

    A Heretic is in play. No-one executes and the Po kills players until the end. Due to the jinx, then, the Executioner's team would lose and the Executioner is good. Therefore, evil wins.

    Every player executes at most once during the game. The Executioner has executed another minion. Tthe Executionerhe Executioner's team wins.

    For the good team, choose someone that you trust. Typical exploits of enforcing certain behaviour for winning against the evil will fail or be dangerous when the Executioner is in play. A confirmed good ability might not be enough for trusting someone. However, you should have the possibility of detecting evil with fuzzy abilities.

    The best strategy for the good team is to protect someone from being killed by the demon when they nominate+execute someone (so that they can execute twice) or never let the Executioner nominate and execute.

    As the Executioner, push ahead with a strategy to fight the the Executioner in order to gain trust. You could say, everyone must nominate themself or is evil otherwise. If the good team follows your strategy, evil will win if the Executioner nominates and executes themself. The demon then may kill confirmed or trusted players who nominated+executed someone else such that every player executes at most once. Take the moderator role. This is untypical for evil character players, but you have the extras to do it. You don't even need to know the demon to pull off your show.

    As the Executioner, try to confirm your good ability and enforce players to tell their character to them.

    In fact, a very good strategy for the demon is to kill players when the nominated+executed someone. Then they cannot have executed twice.

    As the Executioner, killing players of your own (possibly unknown) team or even spreading misinformation to them makes you even stronger!

    As the Executioner, even if you don't know the demon, you can prevent the demon from making bad choices, such as killing a sage, at least if you know about it. In other cases, if you believe, that evil would win when the demon dies, let this happen specifically!

    As the story teller, you should give the Executioner a Townsfolk ability that could be able to survive until the end otherwise they might be killed too early.

    The Executioner cannot be an outsider and cannot be the Atheist.

    Attribution

    Minion

  76. Tormon

    Each night*, choose 2 alive characters & 1 *other* person who: chooses to kill 1 of those characters else is killed with 1 of them.


    This demon is reminiscent of Ojo and excruciates people by forcing someone to kill 1 of 2 living players or die with any of them otherwise (no effect if already dead).

    A "tormented player" is chosen by the Tormon (not themself). If that player didn't choose one of the characters to die – until the story teller slowly counted down to zero (at least 4 seconds) – the story teller will choose and kill also the tormented player. After the choice or count down, the tormented player is put to sleep again.

    If the tormented player cannot wake up (when unconscious or captive), it counts as if they do not choose a character.

    The tormented player accounts for players who they chose explicitly. The Tormon accounts for the kills when the tormented player did not choose.

    Special Case: only if the tormented player does not choose, the kills count as demon kills. i.e. exactly if the Tormon is accountable for them. If the Demon cannot kill tonight, players can die only when chosen by a tormented player.

    When the story teller chooses, she/he should usually choose the character which helps the good team. If both choices would end the game, the story teller chooses the one that benefits the good team. As a compensation, the tormented player pays with their life.

    The Tormon will only get a list of the (possibly mis)registered characters whose players (mis)register as alive. The Tormon could actually choose any characters of the list for the decision, even minions and their own demon character.

    Tormon and the tormented player do not see the players, only the characters.

    If the Tormon is a Lunatic or drunk, they don't necessarily see the actually registered characters but other misregistered ones (e.g. evil characters in an atheist game).

    Optional Rules

    Optional: The Tormon might be allowed to choose the story teller. As consequence, the story teller chooses a player choice based on who might prolong the game.

    Jinxes

    Jinx Outsiders: Outsiders which are incompatible with a Spy/Widow are also excluded for the Tormon. Jinx Damsel: When Tormon chooses the Damsel, the tormented player kills the Damsel without waking up. Jinx Poppy Grower: While the Poppy Grower has their ability, the Tormon chooses two players but may not see any characters. Jinx Anarchist: Tormon does not see a character for the alive Anarchist player.

    Tormon (Torment + Monster) is inspired by cognitive dissonance – i.e. you decide for something that is in conflict with your values or morals – and double binding – you are in a helpless inescapable situation in which every action has negative effects on you.

    The Tormon can link people to characters when people die. When they are protected and don't die, it won't help them. The drawback is, this demon has no control over who is killed and has no demon kill when they know about a Heretic.

    If the tormented player sees two valuable players, it's better to choose manually. Players should let the story teller choose if the choice could end the game but you don't know who to choose. Example: the tormented player must choose between the Evil Twin and the Good Twin. They let the story teller decide who decides to kill the Evil Twin but the tormented player pays by dying for it.

    Tormon may choose a minion such that both players can combine the knowledge of characters with the knowledge of players after it.

    Tormon may collaborate with minions such that the tormented player also dies when they choose someone.

    As demon, choose a competent minion for deciding who to kill. This hides your demon presence from Townsfolk and also allows them to avoid choosing a killed player for their minion ability. However, if you want to pressure good players or you think, there is a chance for a player not to choose in order to let the Story Teller make a choice, you can choose this player and get 2 kills in the best case.

    As a minion, when the Tormon chose their own character as an option, be cautious when you decide. If you aren't sure whether a Heretic or other winning-altering condition is in play, don't choose a character that would end the game. If you are minion and get the demon character as an option, this is a strong message. Either the demon tells you to kill them or you should kill the other person (because you should not kill a demon usually).

    When you are the Damsel don't wait till the end of the game. The demon would want to filter out all other players. Instead, push for a double claim with an unimportant character or make yourself suspicious in order to be executed before the time runs out. Also if the Damsel is a possible choice, use the chance to make the Damsel die.

    Attribution

    Demon

  77. Vampire

    Each night, choose 1 player: they become a not-in-play evil minion of your choice and/or die. Once per game, a Vampire can be made & you die instead. [0 minions]


    The Vampire turns players into new evil minions or even into a Vampire once in the game.

    The chosen player transforms into a minion character – chosen by the Vampire – but only if it is not already in play. The Vampire may chose minions to turn them into another minion or even the new Vampire. If a player changes to a different character, their ability refreshes like with a resurrection. (E.g. the Vampire can allow an Assassin to kill again but requires two nights to achieve it.)

    A Vampire choosing themself ends the game if they turn into a minion or die (and no other demon is alive).

    At night 1, the Vampire chooses their first player who becomes an evil minion. Chosen players can die only at night 2 or later. Chosen players use a minion action at night (if they follow the Vampire) but get no Minion info.

    The first time when the Vampire chooses the Vampire as character for a chosen player, they turn into a Vampire without changing alignment! The old and the new Vampire cannot do this again, and the old Vampire player will die.

    It's totally valid for the story teller to tell the Vampire a rule for when chosen players die. As Vampire, you may ask for it to avoid surprises.

    The idea is that chosen players die (independently of becoming a minion) when sufficiently many evil minions are already in play. The dying mechanism is a tool for balancing the game and limiting alive evil minions. Additionally, the Story Teller should prevent too many evil players to be in play. Chosen players also may die irregularly at night or only specific minion characters die (when the story teller doesn't want them to be effective for the current game).

    Chosen players must die when they don't turn into a minion. Do not prolong the game at all cost. Let the better team win if there is a better team.

    There is no defined limit for alive evil minions when the Vampire is in play. It's in the discretion of the story teller. The story teller even might choose a kill on a night and not a kill on the next night.

    The transformation into minions happens before other players receive character info at night. Therefore, abilities such as the Undertaker, the Vampire Hunter, the Forensic etc. would see the new minion character when the player is turned into it by the Vampire Hunter at the same night.

    Jinxes

    Jinx Preacher: The Vampire knows if a Preacher is in play. If the Vampire is in play, the Preacher turns minions into good players with their original character. Jinx Exorcist: If the Vampire is chosen by the Exorcist, no-one dies but making a minion might also fail.

    The Vampire is similar to a Kazali + Fang Gu with higher risk.

    The Vampire starts without protection, only with one minion that they can choose. The Vampire should think about their own protection at first before they take advantage of dynamically responding to player actions. The longer the Vampire lives, the higher their chances to win.

    A chef will always learn a 0, no matter how many players are in the game. A 0 is rather unlikely and therefore would be a hint for a Vampire game. The vampire can benefit of the Chef's 0 by choosing adjacent neighbours as evil players.

    An investigator would learn about the first minion that the Vampire creates.

    You may see a Vampire game like a fight against the pest. The good players can make use of executions (pest control in a zynical post-medieval way) to put pressure on the Vampire and possibly reduce the number of nights that the Vampire can use to infect players before the game ends. Otherwise, if the town is too slow, the Vampire might be able to convert most of the players into evil players. With executed good players however, you lose less voting power when you fight the Vampire as compared to when players turn into evil.

    The Vampire could try to contact players, especially neighbours, who they plan to turn into a minion next night. This avoids strange situations where that player could harm their future team for example by revealing their good player info to others. But it adds the risk that the player could betray the Vampire and nominate them successfully on day 1. Try to bait the most dangerous good player by letting them choose their favourite minion that they want to be.

    The Vampire requires additional communication overhead because of lacking minion info. However, the Poppy Grower would become even useful for the evil team in this scenario.

    It is usually a good idea to compensate the Vampire with an extra alive minion for having fewer kills. You might even let them create any number of minions. Maybe, the vampire could even deceive the players to make it appear as playing with a Sinister Fog minion, Riot or another demon who does not kill for some time.

    Attribution

    Demon

  78. Eye Zero

    At night, any good ability info/signals are mirrored to 1 alive+evil player. Each night°, choose 1 player to die. If you die at night, another minion turns into an *alive* Eye Zero.


    Eye Zero allows the evil team to receive immediate playback of good players' night abilities, i.e. seeing all night interactions, signals and messages given by the story teller associated with good players.

    The playback of night actions is distributed equally among different alive evil players (or at least minions and demons). Whenever one good player played their night action, directly afterwards, the Story Teller wakes up any alive player of the evil team and replays a "playback" of the previous action and puts the viewer to sleep again.

    Eye Zero doesn't allow evil players to see which players or characters performed the action in the playback. Instead, during a playback, the story teller immitates the good player and also shows all signals/info that the Story Teller showed or responded to them. All of this happens in the same order. The viewers cannot visually distinguish which of the signals came from the story teller and which from the good player.

    Only alive evil players can receive a playback. If only the demon is left alive, they get the playback of every good player action that happens at the night, in exactly the same order as on the night sheet, each time after a night action happened to the good player.

    Eye Zero transfers to another minion when killed by any player at night (e.g. from an Assassin, Clan Boss, Angel of Death or via self-kill). The target for the transfer should be an alive minion otherwise the target gets revived as alive Eye Zero. If a minion is killed and revived in the same night, their death and resurrection is not declared but they may lose their action for the night. Otherwise, death or resurrection must be declared like usually.

    Eye Zero is like a Detective as a demon that inspects all players and provides the playback to the evil team members. It motivates higher communication between evil team members.

    A resurrected player is very suspicious, especially when no other known good ability is able to revive the player or claims to be the cause.

    Attribution

    Demon

  79. Ankou

    On your 1st night, choose to: see minions & they you; OR kill 1 player. Each night°, choose: to (re)kill 1 player & 1 accountable alive neighbor. Learn alignment+character of who actually dies.


    Ankou is a Spy who rules the realm of death and who interacts with them – not being deceived by falsely registered deaths. Ankou may kill 1 player at their first night for the price of not seeing the minions and minions not seeing the demon. Ankou can counterfeit the death accountability.

    See actual state. Actually (or genuinely) dying means, the player gets a shroud in the Grimoire and is actually dead towards the winning condition and to themself, no matter how they register.

    At night 1, you get the demon bluffs but may decide to kill one player before seeing the minions. If you kill one player, minions will not see you either. Different from most demons, this concerns the first night too. This means, the Ankou chooses this in night 1 when they would get Demon info.

    The kills of Ankou are just normal demon kills, even if another player accounts for them! It's nothing different from any other kill. It can be protected against and decreases 1 life when the Attorney is in play.

    Except for one thing: already dead players are killed again. They are resurrected first and killed directly afterwards. The story teller redeclares the death without declaring a resurrection. If the player is protected, the player is resurrected and the resurrection is declared.

    If Ankou is dyseffective, their kill may kill and resurrect instead (refreshing the player's ability, declaring resurrection) and the chosen neighbour is never accountable for it (even if you both are chosen by a correctly functioning Puppeteer).

    Optional Rules

    Optional: if players were declared publicly to die but didn't, the Ankou might see the player but the story teller shakes their head, signaling a "no", and shows no character and no alignment.

    Jinxes

    Jinx Poppy Grower/Poppy Snitch: If the Poppy Grower has their ability, the Ankou does not see player characters, only player alignment, when they get to see player info of genuinely dead players.

    Jinxes with Outsiders: like the Jinxes from the Spy. Dangerous characters such as the Wicked/Heretic must not be in play together with the Ankou.

    Jinxes with Magician/Conspirator: If the Magician/Conspirator is in play, the Ankou cannot choose to kill 1 player at night 1. The Ankou is always shown in the Demon info.

    Examples

    The Clan Boss is killed at day 2. At night 3, the Ankou re-kills the Clan Boss and chooses the Forensic to be accountable. The Forensic dies from the revenge of the Clan Boss.

    At day 3, the Robber nominates and deadly executes the Daimyou. At night 4, the Ankou learns the character+alignment of the Daimyou and another player who died due to the Daimyou. Ankou chooses to re-kill the Daimyou and chooses the Copycat to account for it. Due to being the Copycat, the Daimyou turns into an alive clone and the Daimyou's massacre is suspended. The Ankou does not learn about having killed the Daimyou again because the death was intercepted by the Copycat. Only the death of the Daimyou's kill is announced after dawn.

    Today, the execution of the Hairdresser is sabotaged and they are declared to die. The next night, Ankou does not learn their character+alignment because they didn't actually die.

    At day 4, the Copycat nominates and executes the Arrester. The Arrester is declared to die. At night 5, Ankou does not learn about the Arrester player because their death is intercepted by the Copycat despite the death declaration.

    How to Run

    When Ankou learns about the character+alignment of a player, also point to the player.

    As the Ankou, you may use to re-kill players to use the effects that trigger on their death. You could make someone else accountable for the re-kill to kill players with a dead Clan Boss for example. You could try to re-kill a Klutz or Romantic so that they have to re-choose a player if you think that evil alignment changed.

    When Ankou learns about players who pointed at genuinely dead players, wake up Ankou separately and point to each of the players. (You should allow them to confirm that they understood the players by nodding if they repeat over the players that you pointed at.) When there are no players that Ankou would see, don't wake up Ankou.

    Attribution

    Demon

  80. Ghoul

    Each night, choose 1 alive neighbour who accounts for you until dusk. Each night*, choose 1 alive player (not the 2 closest good players) to kill. Choose yourself to feign death. You register like the last killed player.


    The Ghoul transforms into victims' character and alignment and can fake their own death. The price is a limit for killing players.

    See accountability.

    Initially, before anyone has died, the Ghoul misregisters as good but corrrectly as Ghoul (demon) character.

    The Ghoul changes their registration with every death to the alignment and character of the most recently killed player, no matter the reason of death. However, they also misregister in the same way as that player (if the recently dying player still misregisters when dead).

    Any fake deaths have no effect on the Ghoul's registration. Only actual deaths may change the registration.

    The accountability on the other hand is chosen additionally, before the kill, and remains until next dusk. Only an alive neighbour can get the accountability of a Ghoul.

    Feigning death is akin to an (un)dead Zombuul. The death is declared and the Ghoul registers as dead for all other players' abilities but not for other game conditions, especially the ending/winning conditions of the game. The fake-dead Ghoul can still vote, nominate and use their ability.

    A major difference is, feigning death only works when the Ghoul player chooses themself. It does not work when killed by someone else.

    The story teller should declare that the good wins if the last two publicly alive players are good. Because in this scenario – although it's unclear who the Ghoul is – the Ghoul cannot kill anymore and players could just try to execute every player who registers as dead (this is boring!).

    If at least one of the last 2 publicly alive players is evil, the evil team wins when the Ghoul is not executed at the same day.

    How to Run

    If the last two publicly alive players are good, they cannot die from the Ghoul anymore. If the game would continue, they could test around by executing everyone else and win the game, however, the story teller may end the game earlier at this point and declare that the good team has won when two good players are the only players who are publicly alive.

    As Ghoul, when you fake your death with a (fake) self-kill, you can still vote and nominate normally but nominating would make you really suspicious except if a Loric is at play which allows for that. You could still nominate as fake-dead player if there is an alive Scarlet Woman and its the final day or the voting power is with evil players.

    The Ghoul should try to let the good players appear as evil that cannot be killed.

    The good team could use the killing constraint and any accountability info (from Vampire Hunter or Forensic) to locate the Ghoul player. The Ghoul is particularly vulnerable due to that information.

    Attribution

    Demon

  81. Satan

    Each night*, choose 2 players: seeing the other as evil, they betray or trust. Betraying kills & gets the seen character to be in-play. Trusting shows a good character. ≥1 good dies on equal choice.


    The Satan is a master of quarrel and plays off two players against each other. False betrayals may turn an outside good player into evil. Mutual trust kills 1 good player.

    The Satan chooses two players (alive or dead). Each of them sees the other player with an evil character which is selected by the story teller. If the opposite player actually has an evil character, the shown evil character is correct (unless the Satan is dysinformed).

    Each chosen player will only see an evil or good character (for the other player) that is different from the their own one, except if both chosen players have the same character.

    The provided character info bypasses any misregistrations and provides info about the actual character of a player.

    Characters shown by the story teller may be in play even if they don't belong to the other player. For example, a player with good character may be seen as having an evil character that is publicly known to be in play.

    After seeing a character for the other player, each player chooses "betray" or "trust". When a player chooses to trust the other player, they see that the other player has a good character as selected by the story teller. The shown character is correct if and only if the other player actually has a good character. When a player chooses to betray, then the other player dies. Additionally, if the evil character (as seen by the betraying player) is not in play yet, a good player – the betraying good player but never a trusting good player – turns into this evil character and evil alignment.

    When two evil players were chosen by Satan which (also) kills 1 good player, the Story Teller should decide to demon-kill a good player whose death has few or no benefit for the evil team. (E.g. a protected player or even someone with negative consequences.) This is the price for obtaining info or killing 3 players.

    When 2 players choose to trust each other (and are not both evil), the Story Teller kills 1 good player nevertheless. This must be one of the chosen players.

    When 2 good players betray each other, they both may turn into dead+evil minions. Both players die which gives a warning signal that they might have turned evil and that Satan is in play.

    Chosen players cannot learn the alignment of the other chosen player. An evil Townsfolk still has a good character after all but is evil.

    When a protected or dead good player is made to die, this counts as "dying" towards the ability text even if the target player does not die. Usually however, in a Story teller choice, it makes sense to kill an unprotected alive good player to help the evil team.

    Players who cannot wake up to receive foreign ability info (such as unconscious or captive players) do not choose to betray or trust and are affected by the other player's choice without knowing who it is.

    If only one or no players choose to betray or trust, this counts as "equal choice" (equal among everyone who chose) regarding the ability text. This means, a good player will die, ideally this is one of the selected players.

    Summary Table

    good trust good betray evil trust evil betray
    good trust 1 dead, both might learn characters
    good betray 1 dead, + ≤1 evil minion, 1 might learn character 2 dead, + ≤2 evil minions
    evil trust 1 good dies, 1 evil learns good character 1 evil dies, 1 evil learns good character 1 weakest good dies, both likely learn character
    evil betray 1 good dies, +0/+1 evil minion both die, +0/+1 evil minion 1 weak good dies, 1 evil dies, both might learn character 1 weak good dies, 2 evil die, both maybe learn character

    Examples

    If a good player chooses to betray and an evil player to trust, then no good player turns evil as the minion character is already in play and the evil player dies.

    If the evil player saw an in-play minion character and betrays a good one, no good player turns into an evil minion.

    If the Satan chooses two evil players with good characters who betray each other then an outside good player dies additionally. This is effectively like three kills at once but two against the own team. (It is mainly useful to end the game when ≤ 5 players are alive with the majority being evil.)

    The Satan chooses themself and a minion to learn about the minion's character and let one good player die. This only works if both trust each other.

    A good townsfolk and an evil minion is chosen. The Good townsfolk chooses to trust and sees a good character for the minion player. The minion player chooses to betray which turns another good player (not the betrayed player) into the seen evil minion that has not been in play yet. The other good player dies.

    If two players both choose to betray, a good one of them might turn evil and both die.

    If two players both choose to trust, a good one of them dies and both see a good character for the other player.

    The Satan is the better alternative to the Al-Hadikhia and is inspired by the Prisoner Dilemma.

    The Satan can choose two evil players who betray each other to end the game more quickly.

    The Satan may choose themself and an evil minion to mutually learn about their characters.

    The Satan should choose deliberately players who the group is suspicious about. They are most likely to be betrayed. They also might exploit players who they think are easily mistrusting other players.

    If Satan purposefully chose 2 evil players such that a good player is silently killed, the Story Teller may decide to choose a protected player who does not die. Satan then learns, that a protection ability is in effect. However, The Satan can be very strong at the end of the game such that the attempt of hiding should be penalized.

    2 deaths usually only would happen when two good players had chosen to betray (or with 2 evil players if Poppy Grower is in play or if this ends the game). The story telling should be used to hide the alignment of both players.

    Turning good players into evil has the positive effect (from the evil perspective) of quietening them about the betrayal. However, the possibilities of doing so depends on the story teller, the choice of the other player and the number of minions who are already in play. Minions do not need to betray. They can rest assured that a good player dies. But if they do, they could get a new team member as a bonus which comes with the risk of appearing evil if it does not work.

    As Satan, if you don't want to risk that information is given to good players, you can always choose 2 evil players and let the story teller attack a player when the evil players choose to trust. The problem with this strategy is, the story teller may choose a protected player who does not die and the good team could figure out that only good players die so that they gain powerful trust (especially when further conclusions depend on this insights such as a Chef's info). If you choose 2 good players, one of them will die (except if protected).

    Attribution

    Demon

  82. Neurex

    Each night, choose 1 player who dies next night except if they answer your optional question right. Choose 1 player to overwrite their info/signals. Minions see your bluffs & choices.


    Neurex extorts info from 1 player who only lives when giving a correct answer, replaces what 1 players sees at night and extraordinarily communicates with minions.

    Neurex acts before Minions.

    All Minions get to see that Neurex chose them and the bluffs at night 1. Each night, they also see this way which player has been chosen first (to die next night) and which 2nd (to receive a message).

    This is the reason why Minions understand and know that they see a message from Neurex (unlike non-minions).

    When the Neurex chooses the first player, they optionally transfer a question. The question may only ask for 1 signal or Name and must be game-state related. The player must answer and Neurex learns the player's response after it. If the response is correct, the player does not die next night. In all other cases, the player dies (if not protected). This way, the Neurex can verify whether the answer is correct or not.

    Only when the Neurex sends a question, the chosen player learns that they have been chosen by the Neurex and see the question.

    When the Neurex chooses the 2nd player, they define a message of story teller signals, gestures or even text. The chosen player wakes up (even if they normally would not) and any of their ability info or signals are replaced by the message.

    The Story Teller must refuse messages which are inappropriate or insulting.

    Receiving the message does not change the player ability except that it removes information or signals that the player would get. The player still may act according to their ability at night and point at a player even if they get no appropriate response.

    The Story Teller may adapt or translate the Neurex message for the receiving player such that it better fits to their ability (like a drunk ability). E.g. if the ability requires a "good" or "evil" info but the message contains a number, this number can be converted.

    Players are not told that the shown message comes from another player.

    Neurex may choose the same player for dying and seeing the message.

    The questions happes separately from the transfered message. The question happens directly after the Neurex has chosen (and provided a question). The message transfer happens when the player would wake according to the night ability (or somewhere at night if they would not wake).

    Examples

    The Neurex chooses the Mute and sends the question "Is Mary the Romantic?". The Mute learns that Neurex chose them and answers with "no".

    How to Run

    One way to ask the question is to approach the Story Teller at day. Another one is to write it down and show it. The Story Teller should copy the text (such that the Neurex is not identified due to handwriting).

    When the question is send to a player, they learn that the Neurex chose them. Then the Story Teller shows the question that the Story Teller has written down. The player must use gestures or pointing to show the answer. Afterwards, the Neurex wakes again and is shown the answer that the player has provided.

    The Neurex can make use of their questions to extort entirely true and side-effect free information that would be jinxed for Grimoire-seeing characters or other evil characters who receive outsider information (e.g. the Godfather). They can even ask questions that the chosen player never knows and that only persons know who know the Grimoire.

    The disadvantage is, the other player also gets to know the answer and that the Neurex is in play.

    Attribution

    Demon

  83. Chameon

    Each night*, you may change Minions into bluff characters OR choose 1 Townsfolk to register as minion, ELSE 1 player dies. At day, if you die, 1 alive minion gets Chameon. Alignment registers according to character.


    Chameon plays with risks by transforming or misregistering players from or to Minions, and by jumping to a player (who registers as minion) when Chameon is executed.

    Chameon gets exactly 1 bluff (a not-in-play good character) for each of their minions at the start.

    All players register as good when they register as a good character. All players register as evil when they register as evil character. (It doesn't matter, if this is the actual or a misregistered character.)

    Except for certain players who may be able to explicitly choose their alignment or cannot register as a specific alignment.

    At night, Chameon can choose any minion characters and the good character they should turn into. Each distinct minion must be assigned a unique character within one night. Only bluffs may succeed in assignment. If the target character is already in play or if the minion character is not in play, that specific assignment fails (silently) otherwise the Minion changes their character to the assigned good character.

    Alternatively, if no Minions were chosen with bluff characters, Chameon can choose 1 Townsfolk character to make them register as a Minion. If this character is not in play or if somone already registers as that Minion character, the request fails (silently). If the request succeeds, the Townsfolk registers as evil Minion, else the Townsfolk player continues to register as good Townsfolk. Players don't know when they misregister as something else than their actual alignment or character.

    If the Chameon did not change any character or registration during a night, 1 player dies.

    If the Chameon dies at day (e.g. during an execution), their Demon character transfers to another player who registers as Minion. Technically, the Story Teller can choose which player gets the Demon. It might also be a good player registering as evil Minion.

    All misregistrations are reset if this happens. (But since the former Minions have actually turned into Townsfolk, these players cannot change back.)

    Attribution

    Demon

  84. Armagon

    Once per game, on night ≥ 3 you can equalize evil and good alive players. Before it, evils register as good & get 1 bluff. After it, 1 evil+1 good die if no-one died at day. You are a Spy.


    The Armagon equalizes the number of alive good and alive evil players once per game. Before that, evil players are hidden. Afterwards, each dusk, a good and an evil would die, if no-one dies.

    On night 1, every Minion gets a unique not-in-play bluff. The Demon gets no bluffs.

    The Armagon cannot control deaths of players but has a Spy ability.

    At night 3 or a later night, once per game, the Armagon may choose to make the number of good alive players equal to the number of evil alive players. This is called "Armageddon".

    Scattered players may turn into not-in-play evil minions (no duplicate minions). Other good players might die. The Story Teller decides who is affected and who stays alive unchanged. As a result, the number of alive good players equal the number of alive evil players.

    As a rule, the Armageddon must be made to allow the good team to win by majority vote and with sufficient good abilities to detect the evil players.

    Players who turn into evil Minions do not get to know the Demon (like normally). The Demon must bring them into the loop so that they don't vote for the wrong players. Other players don't know about the new evil players.

    It concerns the number of players who register as alive. Among them, there might still be players who misregister as alive or additional players who misregister as dead.

    After the Armageddon, players register normally again but if no-one dies at a day, an alive good AND an alive evil player both die when the night begins.

    Jinxes

    Minions who can kill deliberately at day, such as the Psychopath, need to be regulated to make the game fairer, especially after the Armageddon.

    Attribution

    Demon

  85. Ouroboros

    Each night, choose 2 players. The 1st player (if good) gets registered properties & state of the 2nd ("Demon kill"), else gets it as extra character until dusk. [+1 Outsider]


    Ouroboros might not kill but turns good players into registered characters + state of others and temporarily adds other extra characters to evil players.

    Brief: the Ouroboros chooses 2 players. First, the character of the 2nd is copied to the first player. Then the 1st player is killed. Then the 2nd player's state is copied to the 1st player (which may keep them alive). However, if the first player is evil, only the character is copied until next dusk and does not replace the evil player's original character.

    Ouroboros chooses 2 players. The 1st is the target, the 2nd is the source. If the target player is good then their character, character type, alignment and state is replaced with the one that the source player registers as. If the target player is evil, they only get an extra character that corresponds to the registration of the source player. This extra character only stays until next night.

    A player with 2 characters may register as either of the characters (or the most preferable) whenever queried.

    The copying of the 2nd player's character to a good 1st player also counts as a demon kill of the transfered character. The demon kill is registered for the 1st player and only if the 1st player is not already dead. But it also counts as demon kill even if the 1st player (the target) does not die from the copy. This way, the Ouroboros can multiply Farmers, trigger outsiders, but also trigger townsfolk abilities (which is usually bad).

    Only the registration towards the Ourorboros matters for the property and state transfer. Dead players register as Farmers to the Ouroboros.

    Examples

    The Ouroboros chooses an alive and then a dead player. The Farmer character is transfered to the alive player, triggers a Demon-kill and transfers the dead-state to the alive player. Due to the Demon-kill effect, even a 2nd player gets the Farmer character who stays alive (possibly a player who already has the Farmer character).

    The Ouroboros chooses 2 times the Hatter. The Hatter does not die but a Demon kill is registered such that the Ouroboros and the Minions change characters.

    Ouroboros can be strong together with a Godfather. When the Ouroboros chooses to copy from an outsider to a good player, the Godfather is triggered on the death of an outsider character and kills another player.

    Attribution

    Demon

  86. Gilorax

    Choose 1 demon character. Other Giloraxes lose theirs. 1 inactive Gilorax of Demon/Townsfolk/Outsider type (who only you & minions know) starts with impaired good character & loses it if you are executed. [1 or 2 Giloraxes]


    “Let me ask you an audacious question: Are you the demon? If you ask me, well, I might be a demon… or maybe not. I might be anyone.”

    One active Gilorax (who might be the Story Teller) chooses the only Demon character at the start. The inactive Gilorax thinks to be a Townsfolk or Outsider (whose ability works abnormally, e.g. it could be poisoned) and chooses a Demon, if the previous active Gilorax was executed.

    Each Gilorax may have a public character ("foreground character") which determines how the player registers. When the Gilorax character is in the background, its ability is suppressed.

    At night 1, either a player or the story teller is the active Gilorax, i.e. has the Gilorax character and chooses a Demon character. The other Gilorax player has a permanently impaired but good character at the start (which suppresses their Gilorax ability) and doesn't know to have a Gilorax character. All Gilorax players are shown in the Minion Info as the Demon. The active Gilorax players learns of the inactive Gilorax too.

    Inactive Gilorax players have a good public character (hence register as it) but they still register as the character type of the player in the setup who is replaced by the inactive Gilorax player. (The inactive Gilorax may replace a Demon player, a Townsfolk player or an outsider player.)

    If no player (but the Story Teller) is an active Gilorax, the inactive Gilorax registers as being the Demon player with a good character. E.g. abilities who detect or get demon character info, such as the Vampire Hunter or Antifascist, see the good public character of the Gilorax.

    If the active Gilorax is also a player, the inactive Gilorax player has a natural character type (a Townsfolk or Outsider).

    Inactive Gilorax players are good. Activated Gilorax players (if alive) get an evil alignment. Activated Gilorax players lose their previous character even if dead.

    If the active Gilorax person is executed, an inactive Gilorax player loses their impaired good public character and thus activates the Gilorax ability. As a consequence, any other Gilorax players with demon character lose their chosen Demon public character and die (if unprotected).

    This happens seamlessly while the player with triggered Gilorax ability chooses a demon character. The game does not end.

    If a Gilorax player is resurrected, they get the Gilorax ability, which also triggers this effect.

    Gilorax players cannot regain their initial good character after they lost it and activated their Gilorax ability.

    If the story teller loses their Demon public character, they do not lose other Fabled or Loric characters or abilities.

    If the Story Teller is a Gilorax, they must have the Gilorax ability at night 1 and execution(s) of them do not end the game, except if the inactive Gilorax players are already dead. In this case, the good team wins.

    A Gilorax's impaired good character is any impairing player state chosen or abnormal function designed beforehand by the Story Teller. Ideally, it aligns with effects of other abilities that are in play. E.g., if a Neurohacker is in play, a Gilorax player could have a permanently deranged good ability. If an Imbecile or Schizo character is possible, they might be imbecile or schizophrenic.

    If a Gilorax with impaired good character is cured by the Physcian or Psychatrist, this character turns into an unimpaired character which however does not prevent the character from being lost (if another Gilorax is executed).

    If a player's character changes to Gilorax, they only start with Gilorax ability if no person has a Gilorax ability, otherwise they keep their old ability and don't learn of their character change yet. Any number of players who simultaneously get a non-Gilorax demon ability might die (or not).

    Jinx Kazali: if Kazali is chosen as demon ability, then the story teller must possibly change the character of minions.

    Jinx Titan: If the Titan triggers the Demon selection and Gilorax is chosen multiple times, only one of them starts as active.

    Jinx Magician/Conspirator: if Gilorax is in play and a player has the Magician/Conspirator ability, it is an inactive Gilorax player

    Examples

    In theory, more than 2 Giloraxes could exist but because only two exist, the Gilorax can jump only once. If a third Gilorax would exist, the third Gilorax player would choose a new Demon, if the 2nd Gilorax player died.

    The name is inspired by Gilor Borax from Donald Duck's 2nd T.N.T story.

    The false alignment and character registration of a Gilorax can make players think that they are schizophrenic while they are not.

    The inactive Gilorax does not turn evil if they are dead. Therefore, a useful strategy to win is to kill oneself if the player notices to be the inactive Gilorax.

    Attribution

    Demon

  87. Titan

    On your 1st night, choose a Demon. Each night*, choose 1 player to kill with minions. If good loses majority, you & alive Townsfolk choose a Demon & you choose Minions for evil players. The team whose (≥ 1) Demons died, loses. [+1 outsider]


    The Titan defines the starting Demon and spawns Demons in a final showdown (a Demon fighting tournament).

    The Titan chooses a new (public) Demon character at the start. The Titan character is public as long as the player has no other Demon character.

    During the night, each Minions also choose (individually) who should be chosen by the Titan but may abstain from choosing. The Story Teller chooses players among all most wanted candidates for the Demon ability of the Titan.

    When the good team loses the majority of alive players (i.e. has at most equally many alive players), the Titan triggers a Demon Showdown event at dusk. In this event, all alive Townsfolk and the Titan player choose a new Demon character individually for themself.

    When the Demon Showdown is triggered, the Titan player also may assign minion characters to pointed players which overwrites the Demon choice of evil Townsfolk and only works if the pointed player is evil. (Pointed players don't resurrect.)

    Dead or alive players can be selected. The player only turns (immediately) into the Minion character, if they are evil AND if the Minion is not in play at the moment. This may also happen, if it was an evil Minion that chose a Demon character right before.

    In-play Minions and Outsiders never choose or get a Demon due to the normal Titan ability.

    There are constraints for the Demon selection by Townsfolk players:

    • The Demons must kill by pointing to players or automatically. (This means, no Ojo or Kala demon.)
    • The Demons cannot detect or see the character of other alive players. No Grimoire interactions. (This means, no Armagon demon. It would make the showdown pointless.)

    When a player chooses a Demon character they don't change alignment.

    Alive minions also choose a player together with the Titan when the Demon Showdown has triggered.

    Once the Demons are selected, each Demon acts and kills independently of the others. The game may find a quick end this way. Evil would win, if the good Demons kill each other mutually. Good would win if there are few good Demons and the evil kills the good demons.

    During the Demon Showdown, as soon as all demons of one team are dead, the other team wins. If one team has no Demon characters, the game is decided normally (i.e. no alive demons make the good team win. The evil team wins if ≤ 2 players are remaining and a Demon is alive).

    Jinxes

    Jinx Gilorax: If the Gilorax was chosen multiple times during the Demon Showdown, only one of them starts as active Gilorax. (The others get impaired good characters.)

    The Titan is similar to the Gilorax and provides an alternative to the Boomdandy minion or the Riot demon.

    If a Titan is in play, the evil team wants to remove Townsfolk rather than Outsiders. If only outsiders remain, they don't turn into demons. Alternatively, 1 remaining townsfolk also is fine for the evil team because the evil team wins if this player is killed as a demon.

    Another strategy for the Titan, to prevent Townsfolk to turn into Demons, is to kill fellow team members.

    Attribution

    Demon

  88. Kala

    Each night, see active Jinxes+Fabled & define new player tasks. Each night*, remove, swap or add ≤1 Townsfolk or Minion + ≤1 Jinx or Fabled. Alignments are fixed. [Townsfolk + ≤ 2 Loric chosen by you; ? Outsiders, ? Minions, 1 Gardener]


    Kala is the personification of Shotgun Surgery. Kala defines in-play Townsfolk characters, ≤ 2 Lorics, Fabled, Jinxes, player tasks (Zenomancer/Shopkeeper) and changes it during the game.

    Before the game starts, Kala defines the Townsfolk characters that should be in play (but only the standard number of Townsfolk). The Story Teller may add any evil minions and outsiders to balance the game, possibly increasing or reducing the number of Townsfolk.

    Kala does not get Bluffs. Kala cannot see the Grimoire and does not get any additional private information. Kala does not know the final setup but at most the standard number of good players.

    Each night, Kala sees a list of enabled Fabled and currently active Jinxes and can define new player tasks for the Zenomancer or the Shopkeeper.

    Kala can define only one task per player or character during the game. The reward must be limited to info about a single player. The obtained info is 100% correct.

    This can only be done if the Zenomancer (or Shopkeeper) is in play.

    Players don't know that a task has been defined by Kala.

    At night ≥ 2, Kala may additionally change 1 Townsfolk OR Minion and 1 Jinx OR Fabled.

    Changing a jinx works like the Hacker.

    Adding, removing or swapping a Fabled must be declared the next day.

    Removing a Townsfolk or Minion kills the player who has this character (but does not remove the character from the game).

    Adding a Townsfolk or Minion revives a dead player with this character but only if no alive player has this character. The game is changed in such a way that the distribution of characters yields a valid setup. (E.g. if a Choirboy is added, a King must be added too.)

    Swapping a Townsfolk or Minion has no effect, if the swapped out character is not in play. Otherwise, the swapped out character is removed first and (if successfully) then the new character is added. The player with removed character gets the new character if the new character is not already in play.

    It is valid to have multiple equal characters in play after a swapping action.

    At most 2 Lorics can be chosen per game but must be agreed upon with the Story Teller. Lorics are fixed for the whole game.

    While Kala is in play, alignments of players and characters cannot change.

    Any change leaves players with equal alignment like before and new characters with equal alignment like the player's old character. Any other changes may not have an effect.

    In the game Indivisible, Kala is the goddess who considers the universe flawed and wants to replace it entirely, every time.

    Kala may use tasks to distract or manipulate players from their actual task of fighting her. On the other hand, they may give tasks to her team mates or even communicate commands which allows team mates to get helpful information.

    Attribution

    Demon

  89. Shredder

    Minions also are Samurai. Each night*, choose 1 player to kill with your Samurai. If your Samurai don't kill tonight, your chosen player is assassinated. [+1 Outsider]


    The Shredder turns the game into a battle field of Samurai. All alive evil Samurai (counting the Shredder into it) choose to kill 1 player, the alive good Samurai choose another player.

    All minions start knowing about being their Minion character + a Samurai. The Samurai character is additional. Each minion player uses both characters successively.

    The Shredder is not of Outsider type, even though they act like a Samurai. The Shredder cannot be killed by Samurai. This means, Shredder cannot do a self-kill, except if the Samurai don't kill someone else.

    The Shredder can only choose a player that an Assassin could choose.

    All players with Samurai ability of each team choose 1 player to kill, together. For each Samurai, the count of their chosen player increases, if the player registers as outsider to the specific Samurai player. For each team, the player with highest count ≥ 1 is killed (Story Teller decides). If no player has a count greater than 0 or if multiple players have the highest count, the Samurai of a team don't kill anyone.

    Minion players with Samurai ability should also register as having Outsider+Townsfolk type, as if they had a Samurai character. This allows good Samurai to kill evil Samurai and evil Samurai to kill good Samurai.

    Jinxes

    Jinx Pope: The Shredder cannot choose the player protected by a Pope (except if it is the Pope themself which always kills if assassinated).

    Start with an odd number of good Samurai in the good team.

    You need good communication to kill specific players with multiple Samurai. This is more difficult for the evil team. Therefore, the evil team is compensated with an Assassin-kill as a fallback option.

    The Samurai could get into the way of the Demon's strategy by killing Outsiders. As minion, if you want to let the Demon choose, you can always choose the Demon who cannot be killed by Samurai.

    Attribution

    Demon

  90. Guardian

    Once per game, at night ≥ 2, choose a player. Any events or state effects that others inflict on them, happen to you instead. Their execution turns into your exile.


    The Guardian protects a player from any kind of impairments from other players.

    The Guardian chooses a player once per game, at night. Any state effects or events caused by other players, which target the guarded player, target the Guardian instead.

    This includes positive as well as negative state transitions, even property changes and wish effects may be included.

    The Guardian only works when they are alive. They cannot be resurrected when their former guarded player is resurrected.

    If the guarded player is executed, they are not and the Guardian is exiled instead.

    The guarded player is not protected from effects and events of their own abilities. So, the Guardian also does not prevent a self-kill or self-execution.

    If the guarded player is assassinated, the guarded player dies together with the Guardian.

    Examples

    State effects includes any transitions triggered by other players, such as dying from an attack, getting poisoned, getting drugged, getting executed, getting unconscious or getting quit.

    Attribution

    Traveller

  91. Juror

    Once per day, you may decide 1 nomination's penalty with a duel minigame. If the nominator loses, the nominee would not die but suspend the game 1 cycle.


    The Juror does not decide which player is penalized (on nomination), like the Judge is doing, but the degree of penality that the nominee receives if they win the nominations. The potential penalty is decided by a minigame.

    The Juror decides the duel game that should be played. The nominee can either play against the nominator or against the story teller. The penality of this player's execution only changes (today) if the nominee wins.

    The Juror can summon their ability once per day and only directly after a nomination ballot. The Juror may call something like "objection" or "As Juror I propose to play …". This game must be played to decide a winner.

    The Story Teller ignores calls which propose inappropriate, unethical or too long games.

    Games must not force players to act against their conscience.

    If the nominee wins and actually gets executed, they don't die but are poisoned during the next night and day.

    Examples

    Examples for duel minigames:

    • match 3 (3 gewinnt)
    • Tic-Tac-Toe
    • (Tip-Top-Fußentscheid)
    • Roshamboo (Sching-Schang-Schong)
    • each of 2 players has 2 choices. If both choose the same, player 1 wins, else player 2.
    • Throwing Dices
    • tossing up (Knobeln)
    • hidden object game
    • counting or estimation game
    • an electronic minigame (if available)

    Attribution

    Traveller

  92. Censor

    Each night*, choose 1 player. If they violate the muted condition during next day, they get unconscious from then on.


    The Censor heavily penalizes a player for communicating or acting publicly about the game during the next day.

    See muted condition. The Story Teller must communicate conditions to the player, privately or publicly, otherwise consequences are ineffective.

    The muted condition does not affect talking or communicating in general, only communication about the game and only concerns public communication (including nominations, ability calls, calls for ballots and game-related commands/requests to other players). Private communications between two or three players is always fine. Listening is always fine. Refusing to talk about or answer game state related questions is always fine. Defending yourself is only fine with a game-state-unrelated response (or you may find someone else to defend you).

    See unconscious state.

    The entire muted condition and the consequence can be totally private knowledge and doesn't need to be declared. Unconsciousness is not declared. The Story Teller doesn't have to notify the affected player about it.

    There is absolutely no force or requirement. The player chooses to satisfy the muted condition over one day or not.

    The Story Teller may rule the muted condition to be violated if the player reveals that they receive certain or negative consequences when they violate the muted condition or communicate outside of private context.

    Traveller

  93. Petrifier

    Each night*, choose 1 player. If they violate the paralyzed condition during next day, they get unconscious from then on.


    The Censor heavily penalizes players for non-publicly communicating or acting about the game.

    See paraylized condition.

    The Story Teller may define paralysis to include that communication (about the game or game state) is spatially bounded to public places (participating in private talks would violate this but whispering would not). A communication is always public, if all players have officially gathered (even if they don't listen).

    It is fine to ask the Story Teller privately about the game, character or tips but using the ability in a private talk violates the paralyzed condition.

    The paralysis condition and its consequences must be communicated privately or publicly to the affected player to be effective. Game or ability unrelated communication is ignored.

    Players are not forced to act in a certain way. They choose to satisfy the condition or get a penalty.

    The Story Teller may declare that paralyzed state publicy. But by doing so, they prevent the possibility for players to bluff a negative consequence for violating the paralyzed condition. Unconsciousness is not declared. The Story Teller also is not required to notify the affected player about it.

    The Story Teller may rule that the paralyzed condition is violated when the player privately reveals to get negative or certain consequences when they don't satisfy the paralyzed condition. However, it's totally fine to express the wish of being muted.

    Examples

    The Petrifier chooses the Artist. At the next day, the Artist asks their artist question and gets correct information. (The paralyzed state does not impact the ability!) But due violating the paralyzed state by using their ability, the Artist pays the price of getting unconscious until the end of the game. The Artist cannot succeed in nominating or voting until the end of the game.

    Bluffing paralysis is useful for evil players to avoid private talks.

    Traveller

  94. Sleepwalker

    Once per game at night ≥ 2, get to know which players wake up until dawn. You learn if you see ± 1 players.


    At one dusk, the Sleepwalker decides to see all players who wake up until dawn.

    The Sleepwalker doesn't wake up during night 1.

    The story teller might show ± 1 player to the Sleepwalker and signals to the Sleepwalker when the number of shown players is incorrect. As the Story Teller, you should do this if the shown players are otherwise too revealing (e.g. only the Demon woke up).

    The Sleepwalker is very easy to play using the Fabled Illusionist. If players raise their hand to wake up, let the Sleep Walker wake up before the hands are raised and let them see who raises their hands.

    Attribution

    Traveller

  95. Glossary


    This entry combines all new state effects because the Almanac is limited to 100 entries.

    Ability

    Abilities are a set of game rules relative to a user (a player) and are usually added to the game by a character (that the ability is associated to) that a player has. However, having a character does not mean having the character's ability. Vice versa, having the ability does not mean that a player also has the associated character (but this is typically the default if no other condition holds). This depends on player state and effects from other abilities.

    Abilities can also be impaired like players can be impaired by player state. If an ability is impaired, only that ability of the player is impaired. If a player is impaired by a state then all their own abilities are affected (not abilities that they get from other abilities or players).

    Accountability

    The accountability of a state change or action determines which player(s) experience consequences for causing or doing it. Some abilities penalize players who account for deaths or other actions towards oneself or another player.

    For an execution or a death by execution, the nominating player is accountable. When a player's kill is due to an ability (even when the choice is made by the story teller), it's the ability's player to blame. When the kill came from a Fabled or Loric, not a player ability, e.g. with the Doomsayer, then no player is accountable for it.

    Accountability can extend to any action but most often, only accountability for negative changes causes consequences.

    Some abilities might redefine special cases of accountability such as a deadly execution of the Daimyou after self-nomination. (In this case, alive good voters are accountable.)

    Actions

    Ability-specific choices such as choosing players or characters with an ability, and ability-unspecific choices in the game such as voting. The vast majority of actions are state-dependent, they can only be made with a certain player state, usually only when alive. The requirements for being able to choose an actions are called the "action condition".

    Actual (State or Property)

    The state or properties which count for the winning condition or the story teller.

    The opposite is a state that "misregisters".

    Agile

    The opposite of being paralyzed.

    Alive

    The opposite of being dead.

    Anti

    The story teller freely interprets all the rules of the abilities of an anti player as negated, i.e. conditions (e.g. if-then-else-clauses), triggers, numbers/intervals and effects, except for any final info and player state effects. This way, the anti state is complementary to the deranged state.

    The only requirement for interpreting negations is that their results must be different from being not anti, if possible.

    Being anti involves at least one negation of possibly adverbial phrases and each clause. Each negation 1) does not completely neutralize another introduced negation and 2) does not affect the final player state and final ability info/signals.

    All negation possibilities together define the anti state. Any but at least 1 of these possibilites might happen during a game for an anti player.

    The opposite of anti is "normal".

    Arrested

    Caused by a functional Inspector and replaces deadly executions.

    Arrested players behave like dead players except that they can vote normally and register as alive.

    Once per game at night, an arrested player might get the choice to reveal their character to the Inspector. When they get a choice, they learn who the Inspector is (no matter what they choose). Evil players always get the choice tonight. Good players might not get a choice at all.

    An arrested player who chooses "no" (not reveal the character) or who is arrested again after choosing "yes", changes to the sentenced state (permanent arrested state).

    Call for Exile

    Often colloquially called a nomination of a Traveller. But in fact, calls for exiles are not nominations. Any abilities or states which affect nominations do not actually affect calls for exiles, except if it explicitly says so. The reason is that Blood on the Clocktower was designed for ≤ 15 players and the Travellers are add-ons which need to be externalized from the game.

    Captive (Frozen)

    Summary: You cannot act at day/night (except for exile support) & covertly register as dead & your state cannot change. Your ability remains active.

    The state of captive players is like frozen during a period of time. Put another way: the captive state is like suspending the game. The player covertly registers as dead (also towards game ending rules, unlike unconsciousness!), cannot act and gets no state changes, cannot die, cannot get drunk, etc., except for "voting" for Traveller exiles (it does not count as a vote).

    The story teller might (and should) deny players to choose a captive player at night, possibly even might not count actions which are directed at a captive player at day. E.g. a slayer hits a captive Demon but the Demon does not die. If the story teller allows it, the player's ability works abnormally if the ability's effect does not work due to the captive state.

    Abilities which force changes to appear, cannot choose a captive player, such as an Assassin. Captive players cannot quit the game.

    No effects happen from or to a captive player. Their Grimoire state freezes as much as applicable. The Captive cannot wake up at night. There won't be character or alignment changes. If they would become the Good Twin, they will only learn this when they are freed/unfreeze, and cannot die before that due to the captive state, or rather, another player must be chosen as good twin.

    The captive state includes the unconscious state and ads the following:

    The player state of a captive player cannot change until they are freed/unfreeze. Any effects which must happen to the captive player will be discarded or delayed until they are free again. This means, they cannot die from other players or events such as executions except from the Assassin. Their player state even cannot be impaired.

    Once-per-game actions are not wasted during a captive state but lost time-bound effects might not repeat another time.

    Character

    If a player has a character, the character provides or holds abilities plus registered properties for the player. The registration or ability can be manipulated by player state or by their own or other abilities. E.g. the dead state suppresses the ability of a character but not the registration, except if the ability is not (completely) suppressed and still affects the registration somehow.

    Officially, a character only provides 1 ability. In homebrew, it can be a collection of abilities (e.g. the Soul Keeper). Therefore, when a character is moved, the contained abilities (and registration) may move with it.

    Each ability is associated to their own character. However, a player or character can also have foreign abilities. Such characters are "generic characters".

    Like an ability, a character actually also can have a state or "impairment". This is the preset state which is attached to the default ability that is obtained from the character.

    Officially, each player has 1 character. But in homebrew, each player can have multiple public and multiple private characters.

    The private characters (background characters) are ignored when determining the registration of a player. Depending on the ability, private characters can be inactive and their ability is suppressed until the public characters are removed (e.g. Gilorax unlike the Village Gargoyle).

    The public characters (foreground characters) provide possibly multiple abilities simultaneously and allow for multiple registrations which the story teller can choose from in the moment of querying the player's properties by any rules.

    Condition

    A condition is like an achievement of a player whose success is judged by the perspective of the Story Teller. The judgement might be fallible. It might count as satisfied even though you violated it, secretly.

    If you violate a condition that you must satisfy due to an ability, it's cheating. In a theist game, you may lose due to this. Often, you would otherwise die or get unconscious as a penalty.

    Conscious

    conscious = not unconscious.

    Curing

    The Physician and Psychatrist can cure players. It only affects persistent state impairments. In addition, certain state changes are prevented until next dusk which however doesn't remove already active non-persistent player states. Persistent states are those which do not depend on the life of another player to be (even if the state would vanish when a player becomes drunk/poisoned).

    Players can only be cured from persistent state impairments when the effect is not currently suspended. If the cause is temporarily disabled, e.g. if the Puzzlemaster is poisoned, then the Puzzledrunk is not cured when selected by the Physician but they would be cured when selected while the Puzzlemaster is healthy+sober.

    • An (Outsider) Drunk becomes the character that the player was simulated to have.
    • A Recluse, Mutant, Pixie, become a Farmer or Vagrant (whatever is better supported by the script/setup). However, if the Pixie player gained already a character from a dead player, they will keep it.
    • A Mute, a Model, a Mummer does not work
    • A Copycat, Brainwasher or Puppeteer will not work correctly for the protected/cured player
    • Property changes – such as alignment or character changes – are not considered changes of player state and cannot be cured or protected against.
    • Jinxes are not persistent impairments (because they depend on the Djinn fabled) but they would be suspended for a period of time
    • The Schizo changes their character to their character whose ability they had.
    • The imbecile changes their character to their unknown character.

    Players whose impairment is not linked to a player state, e.g. false beliefs, negated effects or info, cannot be cured, such as the Marionette or the Lunatic.

    Dead

    A dead player usually has no ability and doesn't register as having any ability to anyone, except if the ability explicitly says otherwise ("even if dead", "from now on", "from then on"). For example the official Politician or Heretic also have their ability if dead.

    A dead player cannot nominate successfully except if an ability allows it.

    A dead player can vote only if they have a vote token (so called "ghost votes"). In the official game, a vote token is visible on the Town square to the public for the player for everyone to see who is dead.

    Players may misregister publicly as dead (e.g. the Zombuul), or privately (e.g. unconscious or captive players), or may covertly misregister as alive (while being actually dead).

    Deranged

    All info and terminal effects/events of your abilities on player states and info are negated. The story teller may interpret the negation such that it's detrimental or different from being prudent (normal).

    • deranged = dysinformed + dyseffective.

    Drugged

    A drugged player does not particpate in ballots, i.e. doesn't register as players during ballots, is not elligible for voting. They don't count into the ballot's criterion & don't consume vote tokens (ghost votes) when they attempt to vote.

    Note, the support for an exile (by raising the hand during a call for exile) is not a vote (in the actual sense of the game). A drugged (or anyhow vote-modified) player therefore counts regularly during a call for exile.

    A drugged player might participate in calls for ending the game or calls for guessing 1 player as Demon.

    Drunk

    If a player is drunk, their owned abilities are drunk. (The owner is not necessarily the user of an ability, e.g. with the Boffin.)

    If a player has a drunk ability, they have no ability but it registers as ability to the user.

    Drunk + Deranged

    See Overdriven.

    Dyseffective

    The dyseffective state negates any final state effects (transitions) on players that an ability emits (produces). No game rules are changed by the deranged state. The ability (text) – which defines triggers and origin of state changes – remains unchanged. The dyseffective state applies only after the ability has been interpreted. The negation of a state effect might be ambiguous and the actual choice depends on the arbitrary interpretation of the story teller.

    The negation of "dying" can mean "staying alive", "be protected against (at least) 1 kill" or "resurrecting".

    Ambiguities arise from the fact that each final player state effect is composed of a "trigger state" and a transition between two states. The negation either inverts the trigger state (causing a state which disables/prevents transitions) or negates the end state or both states of the transition.

    The negation must be interpreted in a way that the state changes are different from any prudent (i.e. non-deranged) player state.

    A good way to negate a kill effect is to let the effect protect the player from 1 kill during the same day or night phase or cycle.

    The negation of a drunk effect would protect the player against 1 drunkness source. Of course, the interpretation could also go further, e.g. to protect against any number of state effect sources.

    It might be that the negated effect is illegal for a target player, e.g. a deranged protection (assassination) of the Pope-protected player. In this case, the deranged player has to make another choice (or the Story Teller changes the choice).

    The deranged state only affects state effects but not other players' states. Therefore, the deranged state cannot be the origin of an effect such as the negation of a player state for a period of time. Only abilities or game rules can.

    Dysinformed

    The dysinformed state is equal to the Vortox ability on Townsfolk.

    The dysinformed state turns all info false with regard to the ability's definition but doesn't change any conditions and triggers of info. This corresponds to the effect of the Vortox towards Townsfolk abilities.

    The information must be interpreted in a way that the info is different from any prudent player state. The story teller should chose false information that is disadvantageous for the affected player.

    Each night°

    It expresses each night except for the first relative night of using the ability. Not except for only the first absolute night 1 of the game.

    Fit

    Fit = not sick (and not unconscious).

    Free

    Free/unfrozen = Not captive.

    Game Info

    Only refers to predicates about the literal game state, mechanism of it or statistics of it.

    Any fictional parts of the story about the game world are not considered "game info".

    Any predicates, statements, judgements about events and happenings in genuine reality are not "game info". This includes meta informations and decisions or behaviour made by the story teller.

    The Story Teller real-life person is a meta entity who runs the game but is not part of the "game info". The Story Teller is not a player and has no game state (except with the official Plague Doctor or Gilorax).

    Genuine (state or property)

    Synonymous to actual (state or property).

    Imbecile

    An imbecile player does not know their (new) character (anymore). If the character of an imbecile player changes, they do not learn this.

    During the imbecile state, a player does not see character signals about themself but they see alignment signals. This concerns non-info signals. Imbecile players however see any character info sent by abilities, also from their own ability. This means, every (info) signal affected by a Vortox (dysinformed state) is still seen.

    Rational is the opposite of imbecile.

    Jinxed (Jinxes)

    Jinxes lead to extraordinary or deviant rules for a character when specific character combinations are in play.

    For example, the jinx between a Spy and the Spy-Alchemist says that the Spy-Alchemist has no ability but when they guess the Spy player, the Spy player must be killed by the demon.

    The source of a jinx is the in-play or script character to which the jinx belongs. The jinx can only activate if their source is present.

    The idea of jinxes is to balance the game or keep it interesting. The loss of standard jinxes likely advantages one team. E.g. if the Spy-Alchemist could see the Grimoire, the good team could win in no time. Same for a Spy who sees a Heretic, a Damsel or the Magician in the Grimoire.

    A jinx is "active", if and only if their conditions – in terms of existing script or in-play abilities and characters – are satisfied and their source character is in play.

    Registered characters of other players may affect what jinxes appear to be active towards jinx-detecting abilities like the Witcher and Clairvoyant.

    Mad (Madness)

    Madness is a condition where you convincingly look like spreading certain predefined/counterfeited (game) info, from the perspective of the story teller. Or put differently: you make it appear as if your mad game info is correct or credible to others.

    Misregistered (State or Property)

    If someone misregisters, some or any game rules or character abilities treat a player's state or properties as what they misregister as, often (but not always) except for the winning condition and story teller.

    If it doesn't say, what abilities or game rules are concerned, it typically concerns all characters which do not exclude the misregistration explicitly.

    A misregistered state is opposite to an actual state. A player who misregisters as having a state or certain properties might still know their actual state or properties.

    If an alive player publicly registers as dead, they don't know that they can vote without Vote Token. The vote is simulated as if it were a Ghost vote with Vote Token. The Vote Token therefore visually replenishes when the registered deadness ends while the player is alive. Of course, the player may still try to vote and it would succeed when they only misregister as dead.

    Muted

    Mutedness is a condition that you may satisfy with your behaviour at day (and which is always voluntary to satisfy but may yield a penalty if you do not satisfy it).

    Mutedness is satisfied, if you do not communicate game-related calls (for using an ability or a ballot), information, insights and commands publicly, only privately and covertly. Offtopic utterances do not matter. You also may not nominate people to satisfy the muted property. You also shouldn't call for voting or nominating, but participating in voting is totally legitimate. However, you may defend yourself when nominated but only without game-state-related arguments.

    One possible definition for private communication is 2 player or 3 player communication without any other player.

    You are allowed to excuse yourself for not arguing or revealing info. You may also just use social arguments or interaction to defend yourself which do not reveal game information or insights.

    You violate the muted condition if you publicly reveal that you receive certain or negative consequences for violating the muted condition. However, it's totally fine to just express that you wish to satisfy the muted condition.

    The muted condition can also be restricted to specific game-related information. This is indicated by the phrase "muted about something".

    Normal (State)

    Absence of the anti state or any false interpretation of ability rules.

    The interpretation of the rules of a player's abilities must be correct (unlike "must be false" for the anti-state).

    However, the final player state effects and info that is emitted or yielded by the normal ability can still be negated by other states or abilities.

    Normal (Functioning)

    The opposite of abnormal functioning (that the official Mathematician detects).

    Normal functioning requires: normal state + non-omitted, non-negated effects and info.

    Optional (Rules)

    The story teller must answer correctly whether they use an optional rule or not when asked by players, except if the rule defines it otherwise. They might declare specific optional rules of specific characters at the beginning.

    Optional rules are defined in a way that their inclusion allows for more possibilities. As the story teller, if you do not have the overview or did not think about the implications of certain optional rules, it is a good solutation to answer always "no" or always "yes" to using optional rules who are inactive in the current game.

    The story teller does not declare at the start which optional rules are enabled. It would reveal certain characters to be in play. The story teller should only answer when players ask about it.

    Overdriven (Drunk + Deranged)

    The overdriven player arbitrarily behaves as drunk or deranged, whatever harms their team more. Therefore, observing the consequence allows for meta reasoning.

    However, an overdriven player as soon as they get information have to get false information.

    Paralyzed

    The paralyzed condition is complementary to the muted condition (see above). Instead of unicast-only communication (private communication among 2 or 3 players) of the muted condition, the paralyzed condition is broadcast-only communication (public communication when everyone has gathered). Communication includes revealing game-related information and giving game-related instructions. The modality (the means) of communication doesn't matter. Any language, signs or verbally, mimics and gestures count.

    Typically, the paralyzed condition is spatially restricted communication while the muted condition is private-only communication about the game (excluding basic questions to the Story Teller regarding the game).

    The story teller may allow any talks at public spaces or places (in the circle of chairs), they may forbid participation in any private talks for the condition of paralysis, even just listening (not recommended) in which case a player is paralyzed when they refuse to talk privately or at private places. Explain your interpretation of paralysis at the beginning. Therefore, allow players to refuse participation in private talks when they are asked. It's not really recommended to disallow private talks or listening. This definition of paralysis can be more easily discerned for other players.

    The paralyzed condition can also be restricted to specific game-related information. This is indicated by the phrase "paralyzed about something".

    The paralyzed condition may nominate, call their ability or call for ballots and vote like normally and is not communication restricted in public context. A communication is always public if everyone has (technically) gathered (even if not everyone is listening). Private game, character questions or story teller tips may not violate the paralyzed condition but using abilities privately with the Story Teller does.

    The paraylzed condition is violated by revealing to receive certain or negative consequences for not satisfying it (in a private situation). However, it's totally fine to just express that you wish to satisfy the muted condition.

    Persistent State (Impairment)

    A persistent state (impairement) is any (impairing = bad) player state which does not depend anymore on another player's ability to exist.

    Most common indicating phrases are "from now on", "even if dead", "even if you die".

    Some persistent states may be triggered by foreign players (i.e. effects which still hold when the causing player died, e.g. a player who got drunk by the Puzzlemaster). In other cases, persistent impairments may be associated to the ability of the player themself, such as the false registration of a Recluse or drunkness of the Outsider Drunk.

    Persistent states might be canceled when the originating player's character swaps. The ability rules (in the Almanac) or else the story teller decides. It typically is cancelled when the persistent state originates from the own character which is swapped for another character. Death (or the loss of ability while dead) is also a persistent state and usually should not be reverted even if the originating player's character swaps away. In many cases, death is not originating from a character's ability anyways and therefore cannot be cancelled due to swapping a character.

    Persistent states are interrupted when the origin is drunk or poisoned. During this time, the state is not active and it doesn't count as a persistent state.

    A persistent state is the opposite to a volatile state.

    Poisoned

    Being poisoned is equal to being drunk but not the same.

    Drunkness and Poisoning differ in their origin. Drunkness typically originates from a good character as a source whereas poisonedness typically has an evil character as a source. A protection against drunkness doesn't help against poison and vice versa. Removing (the source of) poisoning doesn't remove the drunkness and vice versa.

    Public (Communication)

    Everyone must be present to see/hear the publicly communicating person. Covert communication is not considered public, even if everyone is present. It may still be public if someone left for the toilet but people should explain public statements to players who return.

    Statements during, right before or right after nominations are public. This is a safe interpretation.

    Private (Communication)

    The classic private communication is during a private meeting of some players, but it might be any communication where not everyone is present. If unclear, ask the story teller about their interpretation.

    Being present at private meetings don't need to automatically count as communicating privately. (And this usually should not be interpreted as private communication, i.e. we don't use Paul Watzlawick's Axioms of Communication).

    Quit

    Summary: You are no player anymore (the game ignores you). This state disappears at latest if the game would end.

    A quit person is no player anymore unless the game has ended. There are no interactions and game actions anymore. The only thing they can do is physically interacting and communicating with players which does not affect the game state.

    A quit player has no player state and their former properties are not in play anymore. Different from any other effect, quit persons even cannot start or support exiles. (Trying so would make the exile ballot not succeed.)

    When the game ends, a quit person turns back into the player that there were when they had quit the game.

    If only quitting ends the game, any quit effects are removed (like ending the game) and the game continues (because the quit person is not quit anymore).

    Also see quit state.

    Rational

    The rational state is the opposite of the imbecile state.

    Role

    Generalization of a character. It also includes any rules or effects that a player obtains and which influence the game state or player states. Roles may be static (not change during a game) and may work independently of the player's state. Many homebrew Lorics give roles to players. Some abilities also give roles to other players, such as the Evil Twin and the Grandmother. Similar to characters, players might know about having a role like they know about having a character.

    Being notified about having a role, when this is required, does not count as ability "info" but as a signal.

    Schizophrenic

    A player state where Players misinterpret their actual character or get false signals about their actual alignment or character.

    Schizophrenic might get false character or alignment signals from other players. However, any info they get is not affected by the schizophrenic ability.

    Sentenced

    Like the a permanent arrested state until the end of the game with no choice to end the state.

    Sick

    Summary: Your abilities remain active but you cannot act on them & your nominations fail. Opposite: "fit".

    Sick is like the volatile version of the dead state that also allows players to register as alive and keep their passive ability effects. The sickness goes away if the source of sickness is gone.

    A sick player cannot act and cannot receive info/signals from their own abilities (as if dead). Sick players do not wake up at night except for getting signals from other players' abilities. The only possible action is voting according to their lifeness state. Ability effects of a sick player remain enabled, just that they can only use it passively. A Tea Lady would still be a Tea Lady and would work, and a Recluse could still register as evil minion or demon, because these characters don't require actions (such as public statements) to work.

    Outsiders which would wake up when they have died do not wake up when sick (or unconscious). The Story Teller might wake them up once their are fit again. (This means, their penality effect might not trigger.)

    Publicly, players don't know that a player is sick. Privately however, the player may know it and the story teller may admit it privately.

    Difference from dead state: any passive ability effects still hold, i.e. effects which work without acting at day or night.

    Difference from unconscious: you always wake up to receive signals from other abilities, you can vote and sickness does not affect your registration (no dead registration).

    Alive and dead players can be sick.

    Support (of a Ballot)

    Support (of a ballot) is a generalized term for (at least) raising the hand at a ballot. In case of the Trustmaker it also refers to verbal and non-verbal actions that support the nomination or execution of someone.

    Often, Support for Exile is colloquially called voting for a Traveller but is in fact different from voting (in the actual sense of the game). Abilities or states which affect voting do not affect their support of exiles.

    Suppressed

    A suppressed player's nominations are rejected by the Story Teller. This usually happens publicly, except if an ability makes player states private knowledge (e.g. the Sinister Fog), in which case the nomination covertly fails.

    Calls for exile are not considered nominations. A suppressed player (like an unconscious or captive player) may still call for exile regarding a traveller, even if the call for exile is often colloquially called nominating as well.

    The opposite is eligible.

    Unconscious

    Summary: You cannot act at day/night (except for exile support) & covertly register as dead. Your state can change & your ability remains active.

    Unconscious players (at least) covertly register as dead (at least towards player abilities, not towards the game ending conditions). They cannot act at day or night. (Ability actions have no effect, no waking up, nominating fails, voting doesn't count but you can partcipate in exiling Travellers (it doesn't count as voting).) Unconscious players receive no game info and cannot deliberately change the game state.

    The Unconscious state includes the effect of being drugged and is similar to death just that this state is covert and it is not seen publicly. Privately, the player may know to be unconscious and the story teller may admit it privately. Nominations from unconscious players may not lead to execution. The Loric Immortal or Loric Saboteur can help to allow for multiple nominations of the same player.

    Like with the sick state, passive effects of an unconscious player (which do not depend on explicit actions) remain intact.

    The story teller does not disclose or declare unconsciousness, therefore they do not disclose the vote that fails or why a nomination does not succeed after voting. The unconscious player knows to be unconscious when they don't wake up despite being alive.

    Exception: an unconscious player may wake up to see their change of character or alignment.

    Once-per-game actions are not wasted during an unconscious state but lost time-bound effects might not repeat another time.

    Different from death, which is a persistent state, unconsciousness might be volatile (temporary) and disappears when the source of it disappears.

    Unconscious players cannot be chosen by abilities who choose alive players and usually do not get signals at night from other abilities.

    Example: An unconscious Samurai does not wake up to get the Daimyou death info. An unconscious alive player who turns into a Grandmother does not learn about the Grandchild. An unconscious player does not wake up to learn about the Nightwatchman.

    However, the unconscious player wakes up for role, character, alignment or property changes of themself. E.g. if you must turn an unconscious player into the role of the Good Twin, you should tell them that they became the Good Twin, even though you don't tell them who is the Evil Twin. Role updates are treated like a character update for the player. Usually, the story teller should not choose an unconscious player as good twin.

    Volatile State (impairment)

    A votile state is one which depends on someone else's life (not just ability). It automatically disappears when all sources of the state are dead. (Exception: Soulmate homebrew character, they suppress the dead state's effect on players.)

    Volatile states are the opposite to persistent states.

    Winning Condition

    The Winning Condition is almost equivalent to the Ending condition just that it additionally specifies who wins (besides when the game ends).

    The standard condition for the good team to win is: there must be no demon player with demon ability. The wording is important. If any of both pieces is missing, good wins! A demon player without ability makes the good team win. If there is no demon player, the good team wins too (except for the Summoner or Atheist who modify the winning condition).

    A demon player who has a drunk or non-functional ability is not sufficient for good to win.

    The standard condition for the evil team to win is: there are ≤ 2 players alive.

    If the good and the evil team would win against the other team, good wins, except if an ability explicitly says otherwise (like the President).

    Jinxes

  96. Stranger

    Each night, a player (no traveller) learns another two whose registered alignments differ OR whose actual characters are in different script sections. [≥1 evil-registered Townsfolk/Outsider]


    Like the Balloonist but as a Loric which receives true information, usually unaffected from strange effects or wishes.

    The Story Teller decides which players are shown and who sees them but they may involve the players into the decision.

    Character type refers to Townsfolk, Outsider, Minion or Demon. This Loric concerns the genuine character type of the genuine character that a player has.

    A Punk player is treated as outsider. The Maniac is treated as Townsfolk.

    The alignment is the one that a player registers as. However, there may be one player (not a traveller) who registers falsely to this ability when they would otherwise not.

    A misregistering player is not necessary if there are already other players who misregister as a different alignment or other type of character.

    The player does not know whether the alignment or character type differs. This way, the two player may be a Townsfolk character and outsider character, or they can be a minion character and demon character.

    Except for special cases, probably with many alive travellers, it's better to ignore travellers for this Loric. When travellers go, their info goes with them.

    How to Run

    Each night, the story teller chooses 1 of the player who sees two another players. Show the "red hering" when you need to slow down the information that you give into the game (the red hering makes the info confusing). Do not always point out good or bad players.

    The Stranger is similar to the inverse idea of the Quine character.

    Share the info that you get with your team. As good player, you should share it. This helps with puzzling and using that info for the good team.

    The evil team's benefit is reduced and therefore can keep it private. As evil player, just pretend to have seen different players than you have. You could figure out outsiders this way. Killing some of them could trigger negative effects for the good team.

    Attribution

    Jinxes

  97. Nightmare

    Each non-Demon player sees 1 good & 1 minion character. The Demon chooses (covertly) which players have an evil character. No minion info. [multiple equal minions]


    Non-Demon players see two characters but only have one of them. They also have the drunk ability of the other character.

    At night 1, the Demon does not see their minions but chooses (i.e. points to) players who should be their minions. Chosen players neither know their initial alignment nor that they are minions.

    Overt (known) travellers are not affected by the Nightmare and the Demon may not choose overt travellers.

    Covert (unknown) travellers on the other hand typically have a Townsfolk or Minion character as a cover and therefore can be affected by the Nightmare.

    During the game, every non-Demon player plays both abilities: the drunk ability and the sober ability.

    Optional Rules

    Optional: If multiple players with equal minion happen to be in the game, some minions turn into unique minion characters.

    Optional: Some players may see a good character and a demon. These players also choose minions at night 1 but don't know whether they are actually the Demon or not. The drunk Demon ability may work like a Lunatic. Having multiple drunk Demon abilities is not recommended.

    How to Run

    A non-Demon player wakes up for each ability they have at the ability's proper time in the night sheet. The Story Teller shows them which character they play (and secretly treats the played ability as drunk if the player does not have the corresponding character). In most cases, the evil character precedes the good character.

    Jinxes

  98. Dazzler

    Townsfolk and Outsiders think they are Townsfolk or Outsider. Minions and Demons think they are Minion or Demon.


    As the story teller, show townsfolk an extra outisder character, outsiders an extra townsfolk character, minions an extra demon character and demons an extra minion character. You decide which one of the two counts.

    Players see two characters. One of them is the actual character that they normally would see. They don't have the other character but additionally have its drunk ability. Players don't get told which one of the characters they have. The other character is of same alignment but listed in a different script section.

    A Drunk who would only see a Townsfolk character also needs to see an Outsider character and vice versa.

    A Player who would see a Demon character also needs to see a Minion character and vice versa.

    The non-drunk abilities of all players must constitute a correct setup! This way, some players may infer that one of their abilities must be drunk and that multiple players don't have the same non-drunk ability (except in the case of Legion).

    An ability cannot be paired if it doesn't allow for drunkness such as the Pope, the Frankenstein, the Gourmet or the Muezzin and its character must be the other (fake) character.

    If the player has such an ability, they don't have the other drunk ability. Or, the player is excluded from seeing a pair of characters.

    Some abilities let the player be Townsfolk or Outsider or be Minion or Demon. In this case, a 2nd character might not be shown and the player gets no drunk ability. Otherwise, pair it with a character listed in another script section.

    Minion info and Demon info will only be one info step where the evil player sees all other minions and demons without knowing who is the Demon. Everyone of them gets three bluffs.

    Bluffs given to Minion players (during the info step) may be in play.

    Optional Rules

    Optional: Some players don't have a drunk ability and know their character type.

    Jinxes

    Jinx Spy/Widow: Drunk Abilities which see the Grimoire are depicted as sober inside it while the other ability is depicted as drunk.

    How to Run

    Each player plays two abilities, one of which is drunk. At night, the player uses all applicable abilities. For each ability at night, Story Teller shows the ability's character token that the player should act for and lets them act.

    An alternative name would be Guzzler (someone who binge drinks).

    Jinxes

  99. Illusionist

    All players (& only those player) who raise their hands at dusk – when everyone sleeps – wake at night. Players may have unknown night abilities.


    Everyone is allowed to raise their hands after everyone started to sleep, even players who would not wake up at night.

    This allows players to skip their ability/night interaction deliberately for one night+day, even if they normally could not, or to register as waking up even if they normally would not.

    When the Illusionist is in play, players may have night abilities that they don't know or don't know to have.

    If a player actually has a hidden ability which acts at night and wants to wake tonight, then wake the player and play their hidden night ability.

    Woken up players who do not have a night interaction get to see random info, random signals, players or characters, etc. without meaning; or the story teller waits for them to choose anything. You can improve story telling by inventing an imaginary drunk ability for all characters in the setup. It comes into play for dead players or players without night interaction, in the case of activating the Fabled Illusionist.

    If the Story teller cannot use a Grimoire, they may (or even should) ask the players in between or at end of the night to raise their hands (again) for waking up, usually to prevent forgetting someone. Some abilities may wake up multiple times per night. It's just important that nobody sees the raising hands.

    The Illusionist Fabled helps story telling characters where players don't know if they currently have a night interaction or not, or for characters with optional night interactions decided by the player.

    The Illusionist allows the Story Teller to hide from players which (night) abilities they have. Players may have hidden abilities that the players don't know to have. These hidden abilities would trigger when the player raises their hand.

    The Illusionist allows players to bluff night abilities who don't have one to irritate other abilities that examine the night activity of players.

    Fabled

  100. Superhero

    One cycle per game, a person gets a Traveller ability with the alignment of the team who needs help.


    The Superhero helps a team which seems to be losing but giving them a Traveller ability for one day+night-cycle.

    Any person, even dead or quit players or the Story Teller, may get the Traveller ability. Some Traveller abilities cannot be given to the Story Teller, such as the Guardian because the Story Teller may not die from an ability or may not receive player state impairments (without specific ability).

    The entered Traveller ability is declared but not which person uses the Traveller ability.

    Attribution

    Fabled

  101. Croupier

    Each story teller choice is decided by a dice. The story teller balances the game by deciding probabilities for each ability and moment.


    The Croupier replaces deliberate Story Teller choices by a certain amount of chance.

    Different abilities should have different probabilities of actions to happen. It is important to understand that some possible options of some abilities have a very strong effect and should have a lower probability.

    Of course, the probability can also be dynamic (decided in the moment). Balancing the game would happen by deciding the probabilty > 0 and < 1 at each moment for any possible decision to make.

    Probably most important (for good story telling) is to privately or publicly explain players the (current) probabilities for possible events or actions. This allows players to use probabilistic logic to win based on skill rather than luck.

    The Croupier refers to Casino staff who operates the gambling games such as Roulette.

    Attribution

    Fabled

  102. Fantasist

    ≤ 3 non-script non-demon characters might turn up during the game.


    This Fabled allows a limited number of official non-script characters to be in play but no demons.

    Restriction: any non-script characters in the setup are known by another player. E.g. the Grandmother knows about the non-script character of their grandson or the Sickener knows about the non-script character of their sick player.

    This Fantasist might be required by some script characters. Some abilities turn players into specific characters, e.g. the Physician and Ouroboros can turn people into Farmers (basically players without ability). The Maverick or Showmaster can turn the player into a Heretic. Some abilities such as the Crusader penalize players by being turned into an unfortunate outsider who endangers their team.

    The Fantasist is beneficial for adding extra spices or help for a weak team.

    • For the evil, some characters are useful, e.g. the Scarlet Woman for non-Imp demons, even when not on script.
    • Adding an Atheist, a Poppy Grower or a strategic outsider such as Heretic, Saint, Klutz, Damsel, Hatter or Snitch.
    • It benefits the Pit-Hag whose character choice is restricted on the one hand but also explicitly grants them to choose non-script characters.

    Characters/Abilities which were excluded by the Fabled Spoiler are still excluded and cannot be in play via this Fabled.

    Lorics count into the character limit but must be declared before the game session starts. Use the Kala demon to temper with the Lorics even more.

    This is actually a designer fabled, rather than a story teller Fabled. You can ask the story teller which non-script characters can occur in a game but it's even better to ask the script designer about any possibilities.

    Attribution

    Fabled

  103. Night Order

    First Night

    Shopkeeper
    Fantasist
    Croupier
    Illusionist
    Immortal
    Inspector
    Saboteur
    Redeemer
    Nightmare
    Dusk
    Stranger
    Shredder
    Samurai
    Romantic
    Traitor
    Pope
    Dowser
    Sleuth
    Demographer
    Hairdresser
    Paranoid
    Therapist
    Werwolf Alpha
    Ankou
    Chameon
    Armagon
    Neurohacker
    Schizo
    Ouroboros
    Vampire
    Eye Zero
    Vampire Hunter
    Angel of Death
    Voodoo Master
    Soulkeeper
    Mephisto
    Prophet
    Drug Pusher
    Brainwasher
    Prodigy
    Dazzler
    Mummer
    Imbecile
    Mute
    Daimyou
    Titan
    Neurex
    Genie
    Witcher
    Crusader
    Conspirator
    Frankenstein
    Kala
    Model
    Executioner
    Vagrant
    Gourmet
    Impersonator
    Cyborg
    Buddha
    Limpet
    Glitcher
    Robber
    Clown
    Survivor
    Gilorax
    Siamese Twin
    Nihilist
    Ghoul
    Clairvoyant
    Mentalist
    Dawn
    Sinister Fog

    Other Nights

    Nightmare
    Platitudinarian
    Dusk
    Juror
    Illusionist
    Stranger
    Sleepwalker
    Guardian
    Censor
    Petrifier
    Traitor
    Shredder
    Pope
    Samurai
    Romantic
    Dowser
    Demographer
    Forensic
    Hairdresser
    Sleuth
    Paranoid
    Mentalist
    Therapist
    Werwolf Alpha
    Tormon
    Satan
    Ankou
    Chameon
    Armagon
    Neurohacker
    Ouroboros
    Vampire
    Poltergeist
    Eye Zero
    Detective
    Vampire Hunter
    Angel of Death
    Voodoo Master
    Soulkeeper
    Mephisto
    Prophet
    Drug Pusher
    Pinocchio
    Brainwasher
    Prodigy
    Mad Virologist
    Brute
    Mummer
    Imbecile
    Mute
    Daimyou
    Titan
    Neurex
    Attorney
    Arrester
    Genie
    Witcher
    Crusader
    Conspirator
    Frankenstein
    Kala
    Model
    Executioner
    Gourmet
    Impersonator
    Actress
    Cyborg
    Buddha
    Shaman
    Limpet
    Glitcher
    Robber
    Clown
    Survivor
    Copycat
    Gilorax
    Puppeteer
    Siamese Twin
    Nihilist
    Ghoul
    Clairvoyant
    Medusa
    Dawn
    Shopkeeper
    Redeemer
    Immortal
    Inspector
    Saboteur
    Sinister Fog
  104. this almanac generated using Bloodstar Clocktica